My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Little Prince Monk

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.

Cannon

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 Royal Giant P.E.K.K.A Electro Wizard

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.

Freeze

Punishments

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

Royal Giant 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.

Royal Giant Hog Rider P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Freeze

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 Freeze P.E.K.K.A

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Cannon Firecracker Hog Rider Freeze Electro Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

12 Bats Cannon Firecracker Hog Rider

Attack Synergies 6 6

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
Royal Giant Hog Rider Firecracker P.E.K.K.A
Cannon
Firecracker
Royal Giant Hog Rider Bats P.E.K.K.A
Royal Giant
Bats Firecracker Hog Rider Electro Wizard
Hog Rider
Bats Firecracker Freeze Royal Giant Electro Wizard
Freeze
Hog Rider
P.E.K.K.A
Electro Wizard Bats Firecracker
Electro Wizard
P.E.K.K.A Royal Giant Hog Rider

Defense Synergies 0 11

Bats
Cannon Firecracker Freeze P.E.K.K.A Electro Wizard
Cannon
Bats Firecracker Electro Wizard
Firecracker
Bats Cannon P.E.K.K.A Electro Wizard
Royal Giant
Hog Rider
Freeze
Bats Electro Wizard
P.E.K.K.A
Bats Firecracker Electro Wizard
Electro Wizard
Bats Cannon Firecracker Freeze P.E.K.K.A

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.

Cannon Firecracker Electro Wizard
P.E.K.K.A Bats Cannon Firecracker Electro Wizard
Cannon P.E.K.K.A Bats Freeze Electro Wizard
Cannon P.E.K.K.A Bats Firecracker Electro Wizard
Firecracker P.E.K.K.A
Freeze Bats Cannon Firecracker Electro Wizard
Bats Electro Wizard Cannon Firecracker Freeze
Cannon P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A
Cannon Firecracker Electro Wizard
Bats Electro Wizard Cannon Firecracker Freeze
Bats Firecracker Electro Wizard
Cannon P.E.K.K.A Bats Freeze Electro Wizard
Bats Cannon Firecracker Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon Freeze P.E.K.K.A Electro Wizard
Bats Cannon Firecracker P.E.K.K.A Electro Wizard
Cannon Bats Firecracker Electro Wizard
Freeze Bats Cannon Firecracker Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Bats Cannon Firecracker P.E.K.K.A 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 Wizard
Electro Wizard Firecracker
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Cannon
Firecracker Bats Freeze Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
Freeze P.E.K.K.A Electro Wizard Bats Firecracker
P.E.K.K.A Cannon
P.E.K.K.A Bats
P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon
Cannon Firecracker
Electro Wizard Bats Firecracker Freeze P.E.K.K.A
Bats Cannon Firecracker Freeze P.E.K.K.A 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 Freeze
Firecracker Electro Wizard
Firecracker Freeze
Firecracker
Firecracker Bats Freeze
Firecracker
Firecracker Freeze
Firecracker
Bats Electro Wizard
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Freeze
Firecracker
Firecracker
Firecracker
Freeze
Bats
Firecracker Electro Wizard
Firecracker
Firecracker Freeze
Firecracker Electro Wizard
Firecracker
Bats Firecracker Electro Wizard
Electro Wizard Bats Firecracker Freeze
Firecracker Freeze Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Bats Freeze
Firecracker Electro Wizard
Freeze
Firecracker Electro Wizard
Firecracker
Firecracker P.E.K.K.A
Bats Firecracker Freeze Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Freeze Electro Wizard

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