My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minion Horde Zappies Little Prince

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.

Zappies Bowler P.E.K.K.A Royal Ghost Little Prince

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.

Fireball

Punishments

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

Hog Rider Royal Ghost

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.

Minion Horde Hog Rider P.E.K.K.A Royal Ghost

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 Royal Ghost

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
Minion Horde Hog Rider
Giant Snowball
Minion Horde Hog Rider Zappies Little Prince
Zap
Minion Horde Zappies Little Prince
Barbarian Barrel
Zappies Royal Ghost Little Prince
The Log
Hog Rider Zappies Little Prince
Earthquake
Hog Rider Zappies
Arrows
Minion Horde Zappies Little Prince
Royal Delivery
Minion Horde Hog Rider Zappies Bowler P.E.K.K.A Royal Ghost Little Prince
Fireball
Minion Horde Hog Rider Zappies Bowler Little Prince
Poison
Minion Horde Zappies Little Prince
Lightning
Bowler Little Prince
Rocket
Minion Horde Hog Rider Bowler Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bowler Royal Ghost

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.

Bowler P.E.K.K.A Royal Ghost

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.

Minion Horde Fireball

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Royal Ghost Little Prince Fireball Hog Rider Zappies Minion Horde Bowler P.E.K.K.A

Shortest cycle

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

14 Royal Ghost Little Prince Fireball Hog Rider

Attack Synergies 1 10

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.

Minion Horde
Hog Rider
Fireball
Hog Rider Little Prince
Hog Rider
Fireball Minion Horde Zappies Bowler Little Prince
Zappies
Hog Rider Bowler P.E.K.K.A Royal Ghost
Bowler
Hog Rider Zappies Little Prince
P.E.K.K.A
Zappies
Royal Ghost
Zappies Little Prince
Little Prince
Fireball Hog Rider Bowler Royal Ghost

Defense Synergies 0 6

Minion Horde
Fireball
Zappies Little Prince
Hog Rider
Zappies
Fireball Bowler P.E.K.K.A
Bowler
Zappies Little Prince
P.E.K.K.A
Zappies
Royal Ghost
Little Prince
Little Prince
Fireball Bowler Royal Ghost

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.

Bowler Minion Horde Fireball Zappies
Minion Horde P.E.K.K.A Zappies
Minion Horde Bowler P.E.K.K.A Zappies
Minion Horde P.E.K.K.A Zappies Bowler
Fireball Bowler P.E.K.K.A
Fireball Bowler Zappies Royal Ghost
Minion Horde Fireball Zappies Little Prince
Bowler Fireball P.E.K.K.A
Minion Horde Zappies P.E.K.K.A
Minion Horde Zappies Bowler Royal Ghost Little Prince
Minion Horde Fireball Zappies Bowler Royal Ghost
Minion Horde Fireball Zappies
Minion Horde Bowler P.E.K.K.A Fireball Zappies
Fireball Bowler Minion Horde Zappies P.E.K.K.A Royal Ghost
P.E.K.K.A Minion Horde Zappies
Minion Horde Fireball Zappies Bowler P.E.K.K.A
Minion Horde Fireball Zappies Bowler P.E.K.K.A
Fireball Minion Horde Zappies Bowler Royal Ghost Little Prince
Fireball Zappies Bowler Royal Ghost Little Prince
P.E.K.K.A Zappies
Bowler Royal Ghost Minion Horde Fireball Zappies P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Fireball Zappies Bowler P.E.K.K.A Royal Ghost
Fireball Bowler Royal Ghost
Zappies P.E.K.K.A Minion Horde Bowler
Bowler P.E.K.K.A Minion Horde Fireball Zappies
P.E.K.K.A Minion Horde Zappies Bowler
Fireball Minion Horde Zappies
P.E.K.K.A Minion Horde Fireball Zappies Bowler
P.E.K.K.A Minion Horde Zappies
Minion Horde P.E.K.K.A Fireball Zappies
P.E.K.K.A Minion Horde Zappies
P.E.K.K.A Minion Horde Zappies Bowler
P.E.K.K.A Fireball Bowler
Bowler P.E.K.K.A Minion Horde Fireball Zappies
Minion Horde Fireball Zappies Bowler
Zappies Minion Horde Fireball Bowler P.E.K.K.A Little Prince
Bowler Minion Horde Fireball Zappies P.E.K.K.A Royal Ghost

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 Minion Horde Royal Ghost
Fireball Bowler Royal Ghost
Minion Horde Fireball
Fireball
Fireball Minion Horde Bowler
Fireball Minion Horde
Minion Horde Bowler
Fireball Bowler
Fireball
Minion Horde Fireball Bowler
Minion Horde Fireball Bowler
Fireball
Fireball Bowler
Minion Horde Fireball
Fireball
Minion Horde Fireball Bowler
Minion Horde Fireball Bowler
Fireball
Minion Horde
Fireball Bowler
Fireball Bowler Little Prince
Minion Horde Fireball Bowler
Fireball
Bowler
Minion Horde Fireball
Fireball Bowler Little Prince
Minion Horde
Fireball Bowler Royal Ghost
Fireball Bowler
Fireball
Minion Horde Fireball Little Prince
Minion Horde Fireball Zappies
Minion Horde Fireball Bowler
Minion Horde Fireball
Minion Horde Fireball Zappies
P.E.K.K.A Minion Horde
Fireball Bowler
Minion Horde Fireball Zappies
Fireball Zappies
Fireball
Fireball Minion Horde Bowler
Fireball Bowler
Fireball
Minion Horde P.E.K.K.A
Minion Horde Fireball Zappies Bowler
Fireball Zappies
Fireball Bowler Royal Ghost Little Prince

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