My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion 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 Mega Minion Battle Ram Wizard

Offensive cards

Win conditions

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

Battle Ram 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 Battle Ram Hog Rider

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 Battle Ram Hog Rider

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

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

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 Mega Minion Mini P.E.K.K.A Battle Ram Guards

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Mega Minion Guards Fireball Mini P.E.K.K.A Battle Ram Hog Rider Wizard

Shortest cycle

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

12 Bats Mega Minion Guards Fireball

Attack Synergies 2 9

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 Minion Mini P.E.K.K.A Battle Ram
Mega Minion
Bats Fireball
Fireball
Hog Rider Mega Minion Battle Ram
Mini P.E.K.K.A
Bats Hog Rider Wizard
Battle Ram
Bats Fireball
Hog Rider
Bats Fireball Mini P.E.K.K.A Wizard Guards
Wizard
Mini P.E.K.K.A Hog Rider
Guards
Hog Rider

Defense Synergies 0 7

Bats
Mini P.E.K.K.A
Mega Minion
Wizard Guards
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Fireball Wizard Guards
Battle Ram
Hog Rider
Wizard
Mega Minion Mini P.E.K.K.A Guards
Guards
Mega Minion Mini P.E.K.K.A 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.

Mega Minion Fireball Wizard
Mini P.E.K.K.A Bats Mega Minion
Mini P.E.K.K.A Bats Mega Minion
Mini P.E.K.K.A Bats Mega Minion Guards
Fireball Mini P.E.K.K.A
Fireball Bats Mega Minion Guards
Bats Mega Minion Fireball Wizard
Fireball
Mini P.E.K.K.A
Guards Mini P.E.K.K.A
Bats Guards Mega Minion Fireball Wizard
Mega Minion Bats Fireball Wizard
Mini P.E.K.K.A Bats Fireball Wizard Guards
Fireball Wizard Bats Mega Minion Mini P.E.K.K.A Guards
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Wizard Bats Fireball Mini P.E.K.K.A
Fireball Bats Mega Minion Wizard Guards
Wizard Bats Mega Minion Fireball Guards
Mini P.E.K.K.A
Wizard Bats Fireball Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Fireball
Fireball Mega Minion Mini P.E.K.K.A Wizard
Guards Bats Mini P.E.K.K.A
Mini P.E.K.K.A Guards Bats Fireball
Mini P.E.K.K.A Guards
Fireball Wizard Bats
Mini P.E.K.K.A Guards Bats Mega Minion Fireball
Mini P.E.K.K.A
Bats Mega Minion Fireball Mini P.E.K.K.A
Mega Minion Guards
Bats Mega Minion Mini P.E.K.K.A Guards
Fireball Guards
Mini P.E.K.K.A Fireball Wizard Guards
Wizard Fireball
Guards Bats Mega Minion Fireball Mini P.E.K.K.A
Bats Mega Minion Fireball Mini P.E.K.K.A Wizard
Fireball

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 Guards
Fireball
Fireball
Fireball Guards
Fireball Wizard
Fireball Wizard Bats Mega Minion
Wizard
Fireball Wizard
Fireball Wizard
Bats Fireball Mini P.E.K.K.A Guards
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats Mini P.E.K.K.A
Mega Minion Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Mega Minion
Fireball Wizard
Fireball Wizard
Fireball
Bats Fireball Wizard
Bats Mega Minion Fireball Wizard Guards
Mega Minion Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard
Bats Fireball Guards
Fireball Mega Minion Wizard
Fireball
Fireball Mega Minion Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Mega Minion
Bats Fireball Guards
Bats Fireball
Fireball
Fireball Wizard

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