My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!

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

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.

The Log

Punishments

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

Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A Hog Rider P.E.K.K.A

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 Mini P.E.K.K.A 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 Mini P.E.K.K.A Hog Rider
Earthquake
Firecracker Hog Rider
Arrows
Bats Minions Firecracker
Royal Delivery
Bats Minions Firecracker Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A
Fireball
Minions Firecracker Hog Rider Wizard
Poison
Bats Minions Firecracker Wizard
Lightning
Mini P.E.K.K.A Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard The Log

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 Mini P.E.K.K.A P.E.K.K.A

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 The Log Minions Firecracker Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A

Shortest cycle

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

10 Bats The Log Minions Firecracker

Attack Synergies 4 15

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 Minions Firecracker Mini P.E.K.K.A P.E.K.K.A
Minions
Hog Rider Bats Firecracker Mini P.E.K.K.A P.E.K.K.A
Firecracker
Hog Rider Bats Minions Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Bats Minions Firecracker Hog Rider Wizard The Log
Hog Rider
Bats Minions Firecracker The Log Mini P.E.K.K.A Wizard
Wizard
Mini P.E.K.K.A Hog Rider P.E.K.K.A
P.E.K.K.A
Bats Minions Firecracker Wizard The Log
The Log
Hog Rider Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 3 13

Bats
Minions Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Minions
Bats Firecracker P.E.K.K.A The Log
Firecracker
The Log Bats Minions Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
The Log Bats Firecracker Wizard
Hog Rider
Wizard
Mini P.E.K.K.A P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Minions Firecracker Wizard
The Log
Firecracker Mini P.E.K.K.A P.E.K.K.A Bats Minions Wizard

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 The Log
Mini P.E.K.K.A P.E.K.K.A Bats Minions Firecracker The Log
Mini P.E.K.K.A P.E.K.K.A Bats Minions
Mini P.E.K.K.A P.E.K.K.A Bats Minions Firecracker
Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
The Log Bats Minions Firecracker
Bats Minions Firecracker Wizard
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Minions
Firecracker Mini P.E.K.K.A
Bats Minions Firecracker Wizard The Log
Minions Bats Firecracker Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Minions Wizard The Log
Wizard Bats Minions Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Bats Minions Firecracker Mini P.E.K.K.A P.E.K.K.A
Bats Minions Firecracker Wizard The Log
Wizard The Log Bats Minions Firecracker
Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Minions Firecracker Mini P.E.K.K.A P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard The Log
P.E.K.K.A Bats Minions Mini P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Bats The Log
P.E.K.K.A Mini P.E.K.K.A
Firecracker Wizard Bats Minions
Mini P.E.K.K.A P.E.K.K.A Bats Minions
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Bats Minions Firecracker Mini P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A Bats Minions Mini P.E.K.K.A
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Firecracker
Bats Minions Firecracker Mini P.E.K.K.A P.E.K.K.A The Log
Bats Minions Firecracker Mini P.E.K.K.A Wizard P.E.K.K.A The Log

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 The Log
Firecracker The Log
The Log
Firecracker The Log
Wizard Firecracker The Log
Firecracker Wizard Bats Minions
Firecracker Wizard The Log
The Log Firecracker Wizard
The Log Firecracker Wizard
Bats Minions Mini P.E.K.K.A
Firecracker Wizard The Log
Firecracker Wizard
Firecracker The Log
Minions Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log
Bats Minions Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard The Log
Firecracker Wizard The Log
Minions The Log
Wizard
The Log
The Log
Firecracker The Log Wizard
Firecracker The Log Wizard
Wizard The Log
Firecracker The Log
Bats Firecracker Wizard
Bats Minions Firecracker Wizard
Mini P.E.K.K.A
Wizard The Log
Firecracker
P.E.K.K.A
Firecracker Wizard The Log
Bats Minions
Firecracker Wizard
The Log
Firecracker Mini P.E.K.K.A Wizard
The Log Firecracker Wizard
Firecracker P.E.K.K.A
Bats Minions Firecracker The Log
Firecracker Bats
Firecracker The Log
P.E.K.K.A
Firecracker Wizard

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