My Best Clash Royale Deck

Deck Check Rating

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

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

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 Knight Royal Giant Wizard Dark Prince

Offensive cards

Win conditions

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

Royal Giant Hog Rider

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.

Royal Giant Mini P.E.K.K.A Hog Rider Dark Prince

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.

Knight Royal Giant Mini P.E.K.K.A Hog Rider Dark Prince

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 Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince

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 Arrows Knight Mini P.E.K.K.A Dark Prince

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.

Royal 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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Mini P.E.K.K.A Hog Rider Dark Prince Wizard Royal Giant

Shortest cycle

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

12 Bats Arrows Knight Mini P.E.K.K.A

Attack Synergies 6 15

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
Knight Royal Giant Hog Rider Mini P.E.K.K.A Dark Prince
Arrows
Royal Giant Hog Rider Knight Mini P.E.K.K.A Dark Prince
Knight
Bats Hog Rider Arrows Wizard
Royal Giant
Bats Arrows Hog Rider Wizard Dark Prince
Mini P.E.K.K.A
Bats Arrows Hog Rider Wizard Dark Prince
Hog Rider
Bats Arrows Knight Royal Giant Mini P.E.K.K.A Wizard Dark Prince
Wizard
Knight Royal Giant Mini P.E.K.K.A Hog Rider Dark Prince
Dark Prince
Bats Arrows Royal Giant Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 1 9

Bats
Knight Mini P.E.K.K.A Dark Prince
Arrows
Knight Mini P.E.K.K.A Dark Prince
Knight
Bats Arrows Mini P.E.K.K.A Wizard
Royal Giant
Mini P.E.K.K.A
Bats Arrows Knight Wizard
Hog Rider
Wizard
Knight Mini P.E.K.K.A Dark Prince
Dark Prince
Bats Arrows 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.

Knight Wizard
Mini P.E.K.K.A Bats Knight Dark Prince
Mini P.E.K.K.A Bats Knight Dark Prince
Mini P.E.K.K.A Bats Knight Dark Prince
Arrows Mini P.E.K.K.A Dark Prince
Arrows Bats Dark Prince
Bats Arrows Wizard
Arrows
Mini P.E.K.K.A
Knight Mini P.E.K.K.A Dark Prince
Bats Arrows Knight Wizard Dark Prince
Arrows Bats Wizard
Mini P.E.K.K.A Bats Knight Wizard Dark Prince
Wizard Bats Arrows Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Knight
Mini P.E.K.K.A
Wizard Bats Arrows Knight Mini P.E.K.K.A Dark Prince
Arrows Bats Knight Wizard Dark Prince
Arrows Wizard Bats Knight Dark Prince
Mini P.E.K.K.A
Wizard Dark Prince Bats Arrows Knight Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Dark Prince
Arrows Knight Mini P.E.K.K.A Wizard
Bats Knight Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Dark Prince Bats Knight
Knight Mini P.E.K.K.A Dark Prince
Arrows Wizard Bats
Mini P.E.K.K.A Dark Prince Bats Knight
Mini P.E.K.K.A Knight Dark Prince
Bats Knight Mini P.E.K.K.A Dark Prince
Bats Knight Mini P.E.K.K.A Dark Prince
Arrows Dark Prince
Mini P.E.K.K.A Dark Prince Knight Wizard
Wizard
Bats Knight Mini P.E.K.K.A Dark Prince
Bats Arrows Mini P.E.K.K.A Wizard Dark Prince

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 Dark Prince
Wizard Arrows Dark Prince
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Mini P.E.K.K.A
Arrows Knight Wizard Dark Prince
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Dark Prince
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Bats Dark Prince
Arrows Wizard
Arrows
Knight Mini P.E.K.K.A Wizard Dark Prince
Arrows Wizard
Arrows
Dark Prince
Bats
Bats
Dark Prince

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