My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Wizard Mother Witch

Defensive buildings

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

Barbarian Hut

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 Barbarian Hut Mother Witch 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.

Fireball

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 Mega Knight

Pump responses

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

Fireball

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Mini P.E.K.K.A Mother Witch Mega Knight

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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Fireball Mini P.E.K.K.A Hog Rider Mother Witch Wizard Barbarian Hut Mega Knight

Shortest cycle

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

14 Bats Fireball Mini P.E.K.K.A Hog Rider

Attack Synergies 4 12

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 Barbarian Hut Mega Knight Mini P.E.K.K.A
Fireball
Hog Rider Mega Knight
Mini P.E.K.K.A
Bats Hog Rider Wizard Mega Knight
Hog Rider
Bats Fireball Mini P.E.K.K.A Wizard Barbarian Hut Mother Witch Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Mega Knight
Barbarian Hut
Bats Hog Rider Mother Witch
Mother Witch
Hog Rider Barbarian Hut Mega Knight
Mega Knight
Bats Fireball Mini P.E.K.K.A Hog Rider Wizard Mother Witch

Defense Synergies 1 10

Bats
Barbarian Hut Mini P.E.K.K.A Mega Knight
Fireball
Mini P.E.K.K.A Barbarian Hut Mega Knight
Mini P.E.K.K.A
Bats Fireball Wizard Mother Witch
Hog Rider
Wizard
Mini P.E.K.K.A Mega Knight
Barbarian Hut
Bats Fireball Mother Witch
Mother Witch
Mini P.E.K.K.A Barbarian Hut Mega Knight
Mega Knight
Bats Fireball Wizard Mother Witch

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.

Barbarian Hut Fireball Wizard
Mini P.E.K.K.A Barbarian Hut Bats Mega Knight
Mini P.E.K.K.A Barbarian Hut Mega Knight Bats
Mini P.E.K.K.A Barbarian Hut Bats Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Bats Mother Witch Mega Knight
Bats Fireball Wizard Barbarian Hut
Barbarian Hut Fireball Mega Knight
Mini P.E.K.K.A Barbarian Hut
Mini P.E.K.K.A Mega Knight
Bats Mother Witch Fireball Wizard Mega Knight
Bats Fireball Wizard Barbarian Hut
Mini P.E.K.K.A Barbarian Hut Mega Knight Bats Fireball Wizard
Fireball Wizard Barbarian Hut Mega Knight Bats Mini P.E.K.K.A
Mini P.E.K.K.A Barbarian Hut Mega Knight
Barbarian Hut Fireball Mini P.E.K.K.A Mega Knight
Wizard Barbarian Hut Mega Knight Bats Fireball Mini P.E.K.K.A
Fireball Mega Knight Bats Wizard Barbarian Hut
Wizard Bats Fireball Barbarian Hut Mother Witch Mega Knight
Mini P.E.K.K.A Barbarian Hut
Wizard Mega Knight Bats Fireball Mini P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Barbarian Hut Mega Knight Fireball
Fireball Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Bats Mini P.E.K.K.A Barbarian Hut
Mini P.E.K.K.A Mega Knight Bats Fireball Barbarian Hut
Barbarian Hut Mini P.E.K.K.A Mega Knight
Fireball Wizard Mother Witch Bats
Mini P.E.K.K.A Bats Fireball Barbarian Hut
Mini P.E.K.K.A Mega Knight Barbarian Hut
Mega Knight Bats Fireball Mini P.E.K.K.A Barbarian Hut
Barbarian Hut
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Fireball
Mini P.E.K.K.A Mega Knight Fireball Wizard Barbarian Hut
Wizard Fireball Barbarian Hut Mega Knight
Bats Fireball Mini P.E.K.K.A Barbarian Hut
Bats Mega Knight Fireball Mini P.E.K.K.A Wizard Barbarian Hut Mother Witch

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.)

Fireball Barbarian Hut
Fireball
Fireball Barbarian Hut
Fireball Barbarian Hut
Fireball Wizard Mega Knight
Fireball Wizard Mother Witch Bats
Wizard
Fireball Wizard Barbarian Hut
Fireball Wizard
Bats Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Wizard
Fireball Barbarian Hut
Fireball
Fireball Barbarian Hut
Fireball Wizard Barbarian Hut
Fireball Wizard Barbarian Hut Mega Knight
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard Mega Knight
Fireball Wizard Mother Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball Barbarian Hut
Mother Witch Fireball Wizard Mega Knight
Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats Fireball Wizard Mother Witch
Bats Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard Mega Knight
Fireball
Mega Knight
Fireball Wizard
Bats Fireball Barbarian Hut
Fireball Wizard
Fireball
Fireball Mini P.E.K.K.A Wizard Mega Knight
Fireball Wizard
Fireball
Mega Knight
Bats Fireball
Bats Fireball
Fireball Mega Knight

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