My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Baby Dragon

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 Knight Firecracker Baby Dragon 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.

Zap

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 Baby Dragon 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 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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army Baby Dragon
Zap
Bats Firecracker Skeleton Army
Barbarian Barrel
Knight Firecracker Skeleton Army
The Log
Firecracker Hog Rider Skeleton Army
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Knight Firecracker Hog Rider Skeleton Army Baby Dragon P.E.K.K.A
Fireball
Firecracker Hog Rider Skeleton Army Baby Dragon
Poison
Bats Firecracker Skeleton Army
Lightning
Knight Baby Dragon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Baby Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Skeleton Army Baby Dragon P.E.K.K.A

Strong when overleveled

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

Skeleton Army

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 Knight Firecracker Skeleton Army Hog Rider Baby Dragon P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Firecracker

Attack Synergies 9 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 Firecracker Baby Dragon P.E.K.K.A
Zap
Firecracker Hog Rider P.E.K.K.A Bats Knight Baby Dragon
Knight
Bats Firecracker Hog Rider Baby Dragon Zap
Firecracker
Zap Knight Hog Rider Bats Baby Dragon P.E.K.K.A
Hog Rider
Bats Zap Knight Firecracker Baby Dragon
Skeleton Army
Baby Dragon
Knight Bats Zap Firecracker Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Bats Firecracker Baby Dragon

Defense Synergies 2 15

Bats
Knight Zap Firecracker Baby Dragon P.E.K.K.A
Zap
Bats Knight Firecracker Skeleton Army Baby Dragon P.E.K.K.A
Knight
Bats Firecracker Zap Skeleton Army Baby Dragon
Firecracker
Knight Bats Zap Skeleton Army Baby Dragon P.E.K.K.A
Hog Rider
Skeleton Army
Zap Knight Firecracker
Baby Dragon
Bats Zap Knight Firecracker P.E.K.K.A
P.E.K.K.A
Bats Zap Firecracker Baby Dragon

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 Firecracker Baby Dragon
Skeleton Army P.E.K.K.A Bats Zap Knight Firecracker
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Knight Firecracker
Firecracker Skeleton Army P.E.K.K.A
Skeleton Army Bats Zap Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon
Zap Baby Dragon P.E.K.K.A
P.E.K.K.A Skeleton Army
Knight Skeleton Army Firecracker
Bats Skeleton Army Zap Knight Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon
Skeleton Army P.E.K.K.A Bats Zap Knight
Skeleton Army Bats Zap Firecracker Baby Dragon P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Zap P.E.K.K.A
Bats Knight Firecracker Skeleton Army P.E.K.K.A
Bats Zap Knight Firecracker Skeleton Army Baby Dragon
Zap Baby Dragon Bats Knight Firecracker
P.E.K.K.A
Skeleton Army Bats Knight Firecracker Baby Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Zap P.E.K.K.A
Zap Knight Firecracker Baby Dragon
Skeleton Army P.E.K.K.A Bats Zap Knight
Skeleton Army P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Skeleton Army
Firecracker Bats Zap Baby Dragon
Skeleton Army P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Bats Knight Firecracker Skeleton Army Baby Dragon
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Knight
Firecracker Skeleton Army Baby Dragon
Skeleton Army Bats Zap Knight Firecracker Baby Dragon P.E.K.K.A
Bats Zap Firecracker Baby Dragon P.E.K.K.A
Zap

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.)

Knight Firecracker Baby Dragon
Firecracker Zap Baby Dragon
Baby Dragon
Knight Firecracker
Zap Firecracker Baby Dragon
Firecracker Bats Zap Baby Dragon
Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap Firecracker
Bats
Firecracker Zap Knight
Zap Firecracker Baby Dragon
Knight Firecracker Baby Dragon
Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Firecracker Baby Dragon
Bats
Zap Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Firecracker Baby Dragon
Firecracker Zap Baby Dragon
Zap Baby Dragon
Zap Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon
Zap Bats Firecracker
Zap
Zap Firecracker
P.E.K.K.A
Firecracker
Zap Bats Skeleton Army
Zap Firecracker Baby Dragon
Knight Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap
Firecracker P.E.K.K.A
Zap Bats Firecracker Baby Dragon
Firecracker Bats Zap
Zap Firecracker Baby Dragon
P.E.K.K.A
Firecracker

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