My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker 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 Firecracker P.E.K.K.A Electro Giant Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

Punishments

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

Hog Rider Electro Giant Golden 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 Electro Giant

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 Electro Wizard Golden Knight

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 Firecracker
Barbarian Barrel
Firecracker Electro Wizard
The Log
Firecracker Hog Rider
Earthquake
Firecracker Hog Rider
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Hog Rider P.E.K.K.A Electro Wizard
Fireball
Firecracker Hog Rider Electro Wizard
Poison
Bats Firecracker Electro Wizard
Lightning
Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant

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 Rage P.E.K.K.A Electro Giant

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Firecracker Hog Rider Electro Wizard Golden Knight P.E.K.K.A Electro Giant

Shortest cycle

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

11 Bats Rage Firecracker Hog Rider

Attack Synergies 5 8

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 Firecracker Rage P.E.K.K.A
Firecracker
Hog Rider Bats P.E.K.K.A
Hog Rider
Bats Firecracker Rage Electro Wizard Golden Knight
Rage
Hog Rider Bats Electro Wizard Golden Knight
P.E.K.K.A
Electro Wizard Bats Firecracker
Electro Giant
Golden Knight
Electro Wizard
P.E.K.K.A Hog Rider Rage
Golden Knight
Electro Giant Hog Rider Rage

Defense Synergies 0 9

Bats
Firecracker P.E.K.K.A Electro Wizard Golden Knight
Firecracker
Bats P.E.K.K.A Electro Wizard Golden Knight
Hog Rider
Rage
P.E.K.K.A
Bats Firecracker Electro Wizard
Electro Giant
Golden Knight
Electro Wizard
Bats Firecracker P.E.K.K.A
Golden Knight
Bats Firecracker Electro Giant

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.

Firecracker Electro Wizard Golden Knight
P.E.K.K.A Bats Firecracker Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Firecracker Electro Wizard
Firecracker P.E.K.K.A
Bats Firecracker Electro Wizard
Bats Electro Wizard Firecracker
P.E.K.K.A Electro Giant Electro Wizard Golden Knight
P.E.K.K.A
Firecracker Electro Wizard
Bats Electro Wizard Firecracker Electro Giant
Bats Firecracker Electro Wizard
P.E.K.K.A Bats Electro Wizard
Bats Firecracker P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Giant Electro Wizard
Bats Firecracker P.E.K.K.A Electro Wizard
Bats Firecracker Electro Wizard Golden Knight
Bats Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Bats Firecracker P.E.K.K.A Electro Giant Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Electro Giant Electro Wizard
Electro Wizard Firecracker
P.E.K.K.A Bats Electro Wizard Golden Knight
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
Firecracker Electro Giant Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Firecracker
P.E.K.K.A
P.E.K.K.A Bats Golden Knight
P.E.K.K.A Electro Giant Electro Wizard
P.E.K.K.A Golden Knight
Firecracker Electro Giant
Electro Giant Electro Wizard Bats Firecracker P.E.K.K.A Golden Knight
Bats Firecracker P.E.K.K.A Electro Giant Electro Wizard Golden Knight
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.)

Firecracker Golden Knight
Firecracker Electro Wizard Golden Knight
Firecracker
Firecracker
Firecracker Electro Giant Bats
Firecracker
Firecracker
Firecracker Golden Knight
Bats Electro Wizard
Firecracker Electro Wizard Golden Knight
Firecracker
Firecracker Golden Knight
Firecracker
Firecracker
Firecracker Golden Knight
Firecracker
Bats
Firecracker Electro Wizard
Firecracker Electro Giant Golden Knight
Firecracker Electro Giant
Firecracker Electro Wizard Golden Knight
Golden Knight
Firecracker Golden Knight
Bats Firecracker Electro Giant Electro Wizard
Electro Wizard Bats Firecracker Electro Giant
Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Bats
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker
Electro Giant
Firecracker P.E.K.K.A
Electro Giant Bats Firecracker Electro Wizard Golden Knight
Firecracker Bats Electro Wizard
Firecracker Electro Giant Electro Wizard Golden Knight
P.E.K.K.A
Firecracker

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