My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Ram Rider

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 Wizard P.E.K.K.A Ram Rider Mega Knight

Offensive cards

Win conditions

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

Hog Rider Ram 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 Ram 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 Ram Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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 Arrows 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.

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 Zap Arrows Hog Rider Wizard Ram Rider P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bats Zap Arrows Hog Rider

Attack Synergies 8 13

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 Zap P.E.K.K.A Ram Rider
Zap
Arrows Hog Rider P.E.K.K.A Ram Rider Bats Mega Knight
Arrows
Zap Hog Rider P.E.K.K.A Ram Rider Mega Knight
Hog Rider
Bats Zap Arrows Wizard Mega Knight
Wizard
Hog Rider P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Zap Arrows Bats Wizard Ram Rider
Ram Rider
Zap Bats Arrows Wizard P.E.K.K.A Mega Knight
Mega Knight
Bats Zap Arrows Hog Rider Wizard Ram Rider

Defense Synergies 2 9

Bats
Zap P.E.K.K.A Mega Knight
Zap
Mega Knight Bats Arrows P.E.K.K.A Ram Rider
Arrows
Mega Knight Zap P.E.K.K.A
Hog Rider
Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Zap Arrows Wizard
Ram Rider
Zap
Mega Knight
Zap Arrows Bats 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.

Zap Wizard Ram Rider
P.E.K.K.A Bats Zap Ram Rider Mega Knight
P.E.K.K.A Ram Rider Mega Knight Bats
P.E.K.K.A Bats Ram Rider Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Bats Zap Mega Knight
Bats Ram Rider Zap Arrows Wizard
Zap Arrows P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Mega Knight
Bats Zap Arrows Wizard Ram Rider Mega Knight
Arrows Bats Zap Wizard Ram Rider
P.E.K.K.A Mega Knight Bats Zap Wizard Ram Rider
Wizard Mega Knight Bats Zap Arrows P.E.K.K.A
P.E.K.K.A Ram Rider Mega Knight
Zap P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Bats Arrows P.E.K.K.A
Arrows Mega Knight Bats Zap Wizard Ram Rider
Zap Arrows Wizard Bats Ram Rider Mega Knight
P.E.K.K.A Ram Rider
Wizard Mega Knight Bats Arrows 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 Zap P.E.K.K.A
Zap Arrows Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Zap Ram Rider
P.E.K.K.A Mega Knight Bats Zap Ram Rider
P.E.K.K.A Ram Rider Mega Knight
Arrows Wizard Bats Zap Ram Rider
P.E.K.K.A Bats Ram Rider
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Bats
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Wizard Ram Rider
Wizard Mega Knight
Bats Zap P.E.K.K.A
Bats Arrows Mega Knight Zap Wizard P.E.K.K.A
Zap Arrows

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
Arrows Zap Ram Rider
Arrows
Arrows
Wizard Zap Arrows Mega Knight
Arrows Wizard Bats Zap Ram Rider
Arrows Wizard
Arrows Zap Wizard Ram Rider
Arrows Zap Wizard Ram Rider
Bats
Zap Arrows Wizard Ram Rider
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Bats
Zap Arrows Wizard Mega Knight
Zap Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Mega Knight
Arrows Zap Wizard Ram Rider
Zap Arrows Wizard Ram Rider Mega Knight
Zap Arrows
Bats Zap Arrows Wizard
Zap Bats Wizard
Zap Arrows Wizard Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Zap Bats
Zap Arrows Wizard Ram Rider
Arrows
Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight
P.E.K.K.A
Wizard Mega Knight

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