My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Electro 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 Archers Knight P.E.K.K.A Electro Wizard

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.

Zap Arrows

Punishments

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

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.

Knight 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.

Hog Rider Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Arrows Knight 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.

Electro 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Arrows Knight Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Arrows

Attack Synergies 11 10

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
Knight Hog Rider Zap P.E.K.K.A
Zap
Arrows Hog Rider P.E.K.K.A Electro Wizard Bats Archers Knight
Archers
Knight Zap Arrows Hog Rider P.E.K.K.A
Arrows
Zap Hog Rider P.E.K.K.A Archers Knight
Knight
Bats Archers Hog Rider Zap Arrows Electro Wizard
Hog Rider
Bats Zap Arrows Knight Archers Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Bats Archers
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 4 12

Bats
Knight Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Archers Arrows Knight P.E.K.K.A
Archers
Knight Zap P.E.K.K.A Electro Wizard
Arrows
Zap Knight P.E.K.K.A
Knight
Bats Archers Electro Wizard Zap Arrows
Hog Rider
P.E.K.K.A
Bats Zap Archers Arrows Electro Wizard
Electro Wizard
Zap Knight Bats Archers P.E.K.K.A

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.

Zap Knight Electro Wizard
P.E.K.K.A Bats Zap Knight Electro Wizard
P.E.K.K.A Bats Archers Knight Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
Arrows P.E.K.K.A
Arrows Bats Zap Archers Electro Wizard
Bats Electro Wizard Zap Archers Arrows
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Archers Electro Wizard
Bats Archers Electro Wizard Zap Arrows Knight
Arrows Bats Zap Archers Electro Wizard
P.E.K.K.A Bats Zap Knight Electro Wizard
Bats Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Bats Arrows Knight P.E.K.K.A Electro Wizard
Arrows Bats Zap Archers Knight Electro Wizard
Zap Arrows Bats Archers Knight Electro Wizard
P.E.K.K.A Electro Wizard
Bats Archers Arrows Knight P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Arrows Knight
P.E.K.K.A Bats Zap Knight Electro Wizard
P.E.K.K.A Bats Zap Knight Electro Wizard
P.E.K.K.A Knight
Arrows Bats Zap Archers Electro Wizard
P.E.K.K.A Bats Archers Knight Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Bats Knight
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight
Archers
Electro Wizard Bats Zap Archers Knight P.E.K.K.A
Bats Arrows Zap Archers P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard

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.)

Arrows Knight
Arrows Zap Electro Wizard
Arrows
Arrows Knight
Zap Arrows
Arrows Bats Zap
Archers Arrows
Arrows Zap
Arrows Zap
Bats Electro Wizard
Zap Arrows Knight Electro Wizard
Zap Archers Arrows
Knight
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Archers Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Bats Zap Archers Arrows Electro Wizard
Zap Electro Wizard Bats
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Bats Archers
Zap Archers Arrows Electro Wizard
Arrows
Knight Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A

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