My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Witch Inferno 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 Wizard Witch Giant Skeleton Inferno Dragon

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.

The Log

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

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.

Mini P.E.K.K.A Hog Rider Giant Skeleton

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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

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 Giant Skeleton Inferno Dragon

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.

Wizard Witch

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 The Log Mini P.E.K.K.A Hog Rider Inferno Dragon Wizard Witch Giant Skeleton

Shortest cycle

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

12 Bats The Log Mini P.E.K.K.A Hog Rider

Attack Synergies 3 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 Giant Skeleton Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A
Bats Hog Rider Wizard Giant Skeleton The Log
Hog Rider
Bats The Log Mini P.E.K.K.A Wizard Witch Giant Skeleton
Wizard
Mini P.E.K.K.A Hog Rider Giant Skeleton
Witch
Hog Rider Giant Skeleton
Giant Skeleton
Bats Mini P.E.K.K.A Hog Rider Wizard Witch The Log
The Log
Hog Rider Mini P.E.K.K.A Giant Skeleton
Inferno Dragon
Bats

Defense Synergies 1 12

Bats
Mini P.E.K.K.A Giant Skeleton The Log Inferno Dragon
Mini P.E.K.K.A
The Log Bats Wizard Witch
Hog Rider
Wizard
Mini P.E.K.K.A Giant Skeleton The Log
Witch
Mini P.E.K.K.A Giant Skeleton The Log
Giant Skeleton
Bats Wizard Witch The Log
The Log
Mini P.E.K.K.A Bats Wizard Witch Giant Skeleton Inferno Dragon
Inferno Dragon
Bats The Log

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.

Wizard The Log
Mini P.E.K.K.A Inferno Dragon Bats Witch The Log
Mini P.E.K.K.A Witch Bats Giant Skeleton Inferno Dragon
Mini P.E.K.K.A Witch Inferno Dragon Bats
Mini P.E.K.K.A Giant Skeleton The Log
The Log Bats
Bats Inferno Dragon Wizard Witch
Giant Skeleton The Log
Mini P.E.K.K.A Witch Inferno Dragon
Mini P.E.K.K.A Giant Skeleton
Bats Witch Wizard Giant Skeleton The Log
Inferno Dragon Bats Wizard Witch
Mini P.E.K.K.A Bats Wizard Witch Giant Skeleton The Log
Wizard Bats Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A The Log Inferno Dragon
Wizard Bats Mini P.E.K.K.A Witch
Bats Wizard Witch The Log
Wizard Witch The Log Bats Giant Skeleton Inferno Dragon
Mini P.E.K.K.A Inferno Dragon
Wizard Bats Mini P.E.K.K.A Witch Giant Skeleton The Log
Mini P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Giant Skeleton
Mini P.E.K.K.A Wizard The Log Inferno Dragon
Giant Skeleton Bats Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Giant Skeleton Bats The Log
Giant Skeleton Mini P.E.K.K.A Witch Inferno Dragon
Wizard Bats Witch
Mini P.E.K.K.A Bats Witch Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Inferno Dragon
Giant Skeleton Bats Mini P.E.K.K.A Witch The Log Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Bats Mini P.E.K.K.A Witch Giant Skeleton
Giant Skeleton The Log
Mini P.E.K.K.A Giant Skeleton Wizard Witch
Wizard Witch
Witch Bats Mini P.E.K.K.A Giant Skeleton The Log Inferno Dragon
Bats Mini P.E.K.K.A Wizard Witch Giant Skeleton The Log Inferno Dragon

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.)

Giant Skeleton The Log
The Log
Giant Skeleton The Log
Giant Skeleton The Log
Wizard The Log
Wizard Bats Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Bats Mini P.E.K.K.A
Wizard The Log
Wizard
The Log
The Log
Wizard Witch The Log
Wizard The Log
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard The Log
Wizard Witch The Log
Giant Skeleton The Log
Wizard
The Log
The Log
The Log Wizard Witch
Witch Inferno Dragon
The Log Wizard Witch
Wizard Witch The Log
The Log
Bats Wizard Witch
Bats Wizard Witch
Mini P.E.K.K.A
Wizard The Log
Giant Skeleton
Wizard The Log
Bats Witch
Wizard Witch
The Log
Mini P.E.K.K.A Wizard
The Log Wizard
Giant Skeleton
Bats Witch Giant Skeleton The Log
Bats Witch
Witch Giant Skeleton The Log
Inferno Dragon
Wizard

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