My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Godly!
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 Archers

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 Archers Knight Battle Ram P.E.K.K.A

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.

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.

Knight Battle Ram 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.

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 Archers Battle Ram Hog Rider Skeleton Army
Giant Snowball
Bats Archers Battle Ram Hog Rider Skeleton Army
Zap
Bats Archers Battle Ram Skeleton Army
Barbarian Barrel
Archers Knight Battle Ram Skeleton Army
The Log
Archers Battle Ram Hog Rider Skeleton Army
Earthquake
Archers Hog Rider Skeleton Army
Arrows
Bats Archers Skeleton Army
Royal Delivery
Bats Archers Knight Battle Ram Hog Rider Skeleton Army P.E.K.K.A
Fireball
Archers Battle Ram Hog Rider Skeleton Army
Poison
Bats Archers Skeleton Army
Lightning
Knight Battle Ram
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Knight Battle Ram Skeleton Army 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.

Fireball Skeleton Army

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

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 Archers Knight Skeleton Army Fireball Battle Ram Hog Rider P.E.K.K.A

Shortest cycle

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

11 Bats Archers Knight Skeleton Army

Attack Synergies 6 8

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 Hog Rider Battle Ram P.E.K.K.A
Archers
Knight Battle Ram Hog Rider P.E.K.K.A
Knight
Bats Archers Battle Ram Hog Rider Fireball
Fireball
Hog Rider Knight Battle Ram
Battle Ram
Knight Bats Archers Fireball P.E.K.K.A
Hog Rider
Bats Knight Fireball Archers
Skeleton Army
P.E.K.K.A
Bats Archers Battle Ram

Defense Synergies 2 5

Bats
Knight P.E.K.K.A
Archers
Knight Skeleton Army P.E.K.K.A
Knight
Bats Archers Fireball Skeleton Army
Fireball
Knight
Battle Ram
Hog Rider
Skeleton Army
Archers Knight
P.E.K.K.A
Bats Archers

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 Fireball
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Archers Knight
Skeleton Army P.E.K.K.A Bats Knight
Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Bats Archers
Bats Archers Fireball
Fireball P.E.K.K.A
P.E.K.K.A Skeleton Army
Knight Skeleton Army Archers
Bats Archers Skeleton Army Knight Fireball
Bats Archers Fireball
Skeleton Army P.E.K.K.A Bats Knight Fireball
Fireball Skeleton Army Bats P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Fireball P.E.K.K.A
Bats Knight Fireball Skeleton Army P.E.K.K.A
Fireball Bats Archers Knight Skeleton Army
Bats Archers Knight Fireball
P.E.K.K.A
Skeleton Army Bats Archers Knight Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Archers Fireball P.E.K.K.A
Fireball Archers Knight
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Knight Fireball
P.E.K.K.A Knight Skeleton Army
Fireball Bats Archers
Skeleton Army P.E.K.K.A Bats Archers Knight Fireball
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Bats Knight Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Fireball
Skeleton Army P.E.K.K.A Knight Fireball
Archers Fireball Skeleton Army
Skeleton Army Bats Archers Knight Fireball P.E.K.K.A
Bats Archers Fireball P.E.K.K.A

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 Knight
Fireball
Fireball
Knight Fireball
Fireball
Fireball Bats
Archers
Fireball
Fireball
Bats Fireball
Knight Fireball
Fireball Archers
Knight Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats
Archers Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats Archers Fireball
Bats Fireball
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball
Bats Archers Fireball Skeleton Army
Fireball Archers
Fireball
Fireball Knight
Fireball
Fireball
P.E.K.K.A
Bats Fireball
Bats Fireball
Fireball

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