My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Wizard Ice 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 Battle Ram Wizard Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball The Log

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 Battle Ram Mega Knight

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.

Mini P.E.K.K.A Battle Ram 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.

Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard The Log Ice Wizard Mega Knight

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 Mini P.E.K.K.A Battle Ram Ice Wizard Mega Knight

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.

Fireball Wizard Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Ice Wizard Fireball Mini P.E.K.K.A Battle Ram Wizard Mega Knight

Shortest cycle

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

11 Bats The Log Ice Wizard Fireball

Attack Synergies 2 11

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 Mini P.E.K.K.A Battle Ram
Fireball
Battle Ram The Log Mega Knight
Mini P.E.K.K.A
Bats Wizard The Log Ice Wizard Mega Knight
Battle Ram
The Log Bats Fireball
Wizard
Mini P.E.K.K.A Mega Knight
The Log
Battle Ram Fireball Mini P.E.K.K.A Mega Knight
Ice Wizard
Mini P.E.K.K.A
Mega Knight
Bats Fireball Mini P.E.K.K.A Wizard The Log

Defense Synergies 2 15

Bats
Mini P.E.K.K.A The Log Ice Wizard Mega Knight
Fireball
The Log Mini P.E.K.K.A Ice Wizard Mega Knight
Mini P.E.K.K.A
The Log Bats Fireball Wizard Ice Wizard
Battle Ram
Wizard
Mini P.E.K.K.A The Log Ice Wizard Mega Knight
The Log
Fireball Mini P.E.K.K.A Bats Wizard Ice Wizard Mega Knight
Ice Wizard
Bats Fireball Mini P.E.K.K.A Wizard The Log Mega Knight
Mega Knight
Bats Fireball Wizard The Log Ice 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.

Fireball Wizard The Log
Mini P.E.K.K.A Bats The Log Ice Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Bats Ice Wizard
Mini P.E.K.K.A Bats Ice Wizard Mega Knight
Fireball Mini P.E.K.K.A The Log Mega Knight
Fireball The Log Bats Ice Wizard Mega Knight
Bats Fireball Wizard Ice Wizard
Fireball The Log Mega Knight
Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A Ice Wizard Mega Knight
Bats Ice Wizard Fireball Wizard The Log Mega Knight
Bats Fireball Wizard Ice Wizard
Mini P.E.K.K.A Mega Knight Bats Fireball Wizard The Log Ice Wizard
Fireball Wizard Mega Knight Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mega Knight
Fireball Mini P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Bats Fireball Mini P.E.K.K.A
Fireball Mega Knight Bats Wizard The Log Ice Wizard
Wizard The Log Bats Fireball Ice Wizard Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Bats Fireball Mini P.E.K.K.A The Log

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 Fireball
Fireball Mini P.E.K.K.A Wizard The Log Mega Knight
Mega Knight Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mega Knight Bats Fireball The Log
Mini P.E.K.K.A Mega Knight
Fireball Wizard Bats Ice Wizard
Mini P.E.K.K.A Bats Fireball Ice Wizard
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Fireball Mini P.E.K.K.A The Log
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Fireball The Log
Mini P.E.K.K.A Mega Knight Fireball Wizard
Wizard Fireball Mega Knight
Bats Fireball Mini P.E.K.K.A The Log
Bats Mega Knight Fireball Mini P.E.K.K.A Wizard The Log Ice 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.)

Fireball The Log
Fireball The Log Ice Wizard
Fireball The Log
Fireball The Log
Fireball Wizard The Log Mega Knight
Fireball Wizard Bats Ice Wizard
Wizard The Log
Fireball The Log Wizard Ice Wizard
Fireball The Log Wizard
Bats Fireball Mini P.E.K.K.A
Fireball Wizard The Log
Fireball Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard The Log Mega Knight
Fireball Wizard The Log Mega Knight
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Ice Wizard Mega Knight
Fireball The Log Wizard Ice Wizard
Fireball Wizard The Log Mega Knight
Fireball The Log
Bats Fireball Wizard Ice Wizard
Bats Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard The Log Mega Knight
Fireball
Mega Knight
Fireball Wizard The Log
Bats Fireball
Fireball Wizard Ice Wizard
The Log Fireball
Fireball Mini P.E.K.K.A Wizard Mega Knight
The Log Fireball Wizard
Fireball
Mega Knight
Bats Fireball The Log
Bats Fireball
Fireball The Log Mega Knight

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