My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Good

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Minions Firecracker Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Firecracker Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider P.E.K.K.A Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker Hog Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Minions Hog Rider
Giant Snowball
Bats Minions Hog Rider
Zap
Bats Minions Firecracker
Barbarian Barrel
Firecracker Wizard
The Log
Firecracker Hog Rider
Earthquake
Firecracker Hog Rider
Arrows
Bats Minions Firecracker
Royal Delivery
Bats Minions Firecracker Hog Rider Wizard P.E.K.K.A
Fireball
Minions Firecracker Hog Rider Wizard
Poison
Bats Minions Firecracker Wizard
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Tornado Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Tornado P.E.K.K.A Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Minions Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Minions Firecracker Tornado Hog Rider Wizard P.E.K.K.A Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Bats Minions Firecracker Tornado

Attack Synergies 7 14

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Hog Rider Mega Knight Minions Firecracker P.E.K.K.A
Minions
Hog Rider Mega Knight Bats Firecracker P.E.K.K.A
Firecracker
Hog Rider Bats Minions Tornado P.E.K.K.A Mega Knight
Hog Rider
Bats Minions Firecracker Wizard Tornado Mega Knight
Wizard
Tornado Hog Rider P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Firecracker Hog Rider Mega Knight
P.E.K.K.A
Tornado Bats Minions Firecracker Wizard
Mega Knight
Bats Minions Firecracker Hog Rider Wizard Tornado

Defense Synergies 2 13

Bats
Minions Firecracker P.E.K.K.A Mega Knight
Minions
Bats Firecracker P.E.K.K.A Mega Knight
Firecracker
Bats Minions Tornado P.E.K.K.A Mega Knight
Hog Rider
Wizard
Tornado P.E.K.K.A Mega Knight
Tornado
Wizard P.E.K.K.A Firecracker Mega Knight
P.E.K.K.A
Tornado Bats Minions Firecracker Wizard
Mega Knight
Bats Minions Firecracker Wizard Tornado

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Minions Firecracker Wizard
P.E.K.K.A Bats Minions Firecracker Mega Knight
Tornado P.E.K.K.A Mega Knight Bats Minions
P.E.K.K.A Bats Minions Firecracker Mega Knight
Firecracker Tornado P.E.K.K.A Mega Knight
Tornado Bats Minions Firecracker Mega Knight
Bats Minions Tornado Firecracker Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Minions Tornado
Tornado Firecracker Mega Knight
Bats Minions Firecracker Wizard Tornado Mega Knight
Minions Bats Firecracker Wizard Tornado
P.E.K.K.A Mega Knight Bats Minions Wizard
Wizard Mega Knight Bats Minions Firecracker Tornado P.E.K.K.A
P.E.K.K.A Mega Knight
Tornado P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Minions Firecracker Tornado P.E.K.K.A
Mega Knight Bats Minions Firecracker Wizard Tornado
Wizard Tornado Bats Minions Firecracker Mega Knight
P.E.K.K.A Tornado
Wizard Mega Knight Bats Minions Firecracker P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mega Knight P.E.K.K.A
Firecracker Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Minions
P.E.K.K.A Mega Knight Bats Tornado
P.E.K.K.A Mega Knight
Firecracker Wizard Bats Minions Tornado
P.E.K.K.A Bats Minions
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Bats Minions Firecracker Tornado
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Minions
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Mega Knight Wizard
Wizard Firecracker Mega Knight
Bats Minions Firecracker Tornado P.E.K.K.A
Bats Minions Mega Knight Firecracker Wizard P.E.K.K.A

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Firecracker
Firecracker Tornado
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Bats Minions Tornado
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Bats Minions Tornado
Firecracker Wizard Tornado
Firecracker Wizard Tornado
Firecracker
Minions Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Tornado
Bats Minions
Firecracker Wizard Mega Knight
Firecracker Wizard Tornado Mega Knight
Minions Mega Knight
Wizard Tornado
Tornado
Firecracker Tornado Wizard Mega Knight
Firecracker Wizard Tornado
Wizard Tornado Mega Knight
Firecracker Tornado
Bats Firecracker Wizard Tornado
Bats Minions Firecracker Wizard
Wizard Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard
Bats Minions
Firecracker Wizard Tornado
Firecracker Wizard Mega Knight
Firecracker Wizard
Tornado
Firecracker P.E.K.K.A Mega Knight
Bats Minions Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Mega Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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