My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Wizard Ram Rider

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 Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

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 Ram Rider Mega Knight

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 Ram Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Mega Knight

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 Rage Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Cannon Firecracker Mini P.E.K.K.A Wizard Ram Rider Mega Knight

Shortest cycle

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

10 Bats Rage Cannon Firecracker

Attack Synergies 1 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
Mega Knight Firecracker Mini P.E.K.K.A Rage Ram Rider
Cannon
Firecracker
Bats Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A
Bats Firecracker Wizard Rage Ram Rider Mega Knight
Wizard
Mini P.E.K.K.A Rage Ram Rider Mega Knight
Rage
Bats Mini P.E.K.K.A Wizard
Ram Rider
Bats Firecracker Mini P.E.K.K.A Wizard Mega Knight
Mega Knight
Bats Firecracker Mini P.E.K.K.A Wizard Ram Rider

Defense Synergies 0 12

Bats
Cannon Firecracker Mini P.E.K.K.A Mega Knight
Cannon
Bats Firecracker Mini P.E.K.K.A Wizard
Firecracker
Bats Cannon Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Bats Cannon Firecracker Wizard Ram Rider
Wizard
Cannon Mini P.E.K.K.A Mega Knight
Rage
Ram Rider
Mini P.E.K.K.A
Mega Knight
Bats Firecracker 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.

Cannon Firecracker Wizard Ram Rider
Mini P.E.K.K.A Bats Cannon Firecracker Ram Rider Mega Knight
Cannon Mini P.E.K.K.A Ram Rider Mega Knight Bats
Cannon Mini P.E.K.K.A Bats Firecracker Ram Rider Mega Knight
Firecracker Mini P.E.K.K.A Mega Knight
Bats Cannon Firecracker Mega Knight
Bats Ram Rider Cannon Firecracker Wizard
Cannon Ram Rider Mega Knight
Cannon Mini P.E.K.K.A
Cannon Firecracker Mini P.E.K.K.A Mega Knight
Bats Cannon Firecracker Wizard Ram Rider Mega Knight
Bats Firecracker Wizard Ram Rider
Cannon Mini P.E.K.K.A Mega Knight Bats Wizard Ram Rider
Wizard Mega Knight Bats Cannon Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Cannon Ram Rider Mega Knight
Cannon Mini P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Bats Cannon Firecracker Mini P.E.K.K.A
Cannon Mega Knight Bats Firecracker Wizard Ram Rider
Wizard Bats Cannon Firecracker Ram Rider Mega Knight
Mini P.E.K.K.A Cannon Ram Rider
Wizard Mega Knight Bats Cannon Firecracker Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Bats Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Mega Knight Bats Ram Rider
Cannon Mini P.E.K.K.A Ram Rider Mega Knight
Firecracker Wizard Bats Ram Rider
Mini P.E.K.K.A Bats Ram Rider
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Firecracker Mini P.E.K.K.A
Cannon
Mega Knight Bats Mini P.E.K.K.A
Mega Knight
Mini P.E.K.K.A Mega Knight Cannon Wizard Ram Rider
Wizard Cannon Firecracker Mega Knight
Bats Firecracker Mini P.E.K.K.A
Bats Mega Knight Cannon Firecracker Mini P.E.K.K.A 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
Firecracker Ram Rider
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Bats Ram Rider
Firecracker Wizard
Firecracker Wizard Ram Rider
Firecracker Wizard Ram Rider
Bats Mini P.E.K.K.A
Firecracker Wizard Ram Rider
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Bats Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Firecracker Wizard Mega Knight
Mega Knight
Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard Ram Rider
Wizard Ram Rider Mega Knight
Firecracker
Bats Firecracker Wizard
Bats Firecracker Wizard
Mini P.E.K.K.A
Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Bats
Firecracker Wizard Ram Rider
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Firecracker Wizard
Firecracker Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Mega Knight

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