My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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.

Ice Spirit Bats Knight P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Hog Rider Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Knight Hog Rider P.E.K.K.A 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 Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Mega Knight

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.

Ice Spirit Bats Arrows Knight P.E.K.K.A 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.

Goblin Barrel

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.

Ice Spirit Goblin Barrel

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.

Ice Spirit Bats Arrows Knight Goblin Barrel Hog Rider P.E.K.K.A Mega Knight

Shortest cycle

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

9 Ice Spirit Bats Arrows Knight

Attack Synergies 11 11

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.

Ice Spirit
Knight Hog Rider Goblin Barrel P.E.K.K.A Bats Mega Knight
Bats
Knight Hog Rider Mega Knight Ice Spirit Goblin Barrel P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Knight Goblin Barrel Mega Knight
Knight
Ice Spirit Bats Hog Rider Goblin Barrel Arrows
Hog Rider
Ice Spirit Bats Arrows Knight Goblin Barrel Mega Knight
Goblin Barrel
Ice Spirit Knight Bats Arrows Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Ice Spirit Arrows Bats Goblin Barrel
Mega Knight
Bats Ice Spirit Arrows Hog Rider Goblin Barrel

Defense Synergies 2 8

Ice Spirit
Bats Knight P.E.K.K.A Mega Knight
Bats
Knight Ice Spirit P.E.K.K.A Mega Knight
Arrows
Mega Knight Knight P.E.K.K.A
Knight
Bats Ice Spirit Arrows
Hog Rider
Goblin Barrel
P.E.K.K.A
Ice Spirit Bats Arrows
Mega Knight
Arrows Ice Spirit Bats

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.

Knight
P.E.K.K.A Ice Spirit Bats Knight Mega Knight
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Bats Knight Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Bats Mega Knight
Bats Ice Spirit Arrows
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Knight Ice Spirit Mega Knight
Bats Arrows Knight Mega Knight
Arrows Bats
P.E.K.K.A Mega Knight Ice Spirit Bats Knight
Mega Knight Ice Spirit Bats Arrows P.E.K.K.A
P.E.K.K.A Knight Mega Knight
Ice Spirit P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Knight P.E.K.K.A
Ice Spirit Arrows Mega Knight Bats Knight
Arrows Ice Spirit Bats Knight Mega Knight
P.E.K.K.A
Mega Knight Bats Arrows Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight P.E.K.K.A
Arrows Knight Mega Knight
P.E.K.K.A Mega Knight Ice Spirit Bats Knight
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Knight Mega Knight
Arrows Ice Spirit Bats
P.E.K.K.A Bats Knight
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Ice Spirit Bats Knight
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Knight
Mega Knight
Ice Spirit Bats Knight P.E.K.K.A
Bats Arrows Mega Knight P.E.K.K.A
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 Knight
Arrows
Arrows
Arrows Knight
Arrows Mega Knight
Arrows Ice Spirit Bats
Arrows
Arrows Ice Spirit
Arrows
Bats
Arrows Knight
Arrows
Knight
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Ice Spirit Mega Knight
Arrows
Arrows Mega Knight
Arrows
Bats Arrows
Ice Spirit Bats
Arrows Mega Knight
Ice Spirit Arrows
P.E.K.K.A Mega Knight
Arrows
Ice Spirit Bats
Arrows
Arrows
Knight Mega Knight
Arrows
Arrows
P.E.K.K.A Mega Knight
Ice Spirit Bats
Bats
Mega Knight
P.E.K.K.A
Mega Knight

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