My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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

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 Wizard Mega Knight

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.

Freeze 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 Hog 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 Hog 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze The Log 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 Skeleton Army Freeze 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.

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Skeleton Army Mini P.E.K.K.A Hog Rider Freeze Wizard Mega Knight

Shortest cycle

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

11 Bats The Log Skeleton Army Mini P.E.K.K.A

Attack Synergies 4 9

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
Hog Rider Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Hog Rider Wizard The Log Mega Knight
Hog Rider
Bats Freeze The Log Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Mega Knight
Skeleton Army
Freeze
Hog Rider
The Log
Hog Rider Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Mini P.E.K.K.A Hog Rider Wizard The Log

Defense Synergies 1 15

Bats
Mini P.E.K.K.A Freeze The Log Mega Knight
Mini P.E.K.K.A
The Log Bats Wizard Skeleton Army Freeze
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army Freeze The Log Mega Knight
Skeleton Army
Mini P.E.K.K.A Wizard Freeze The Log
Freeze
Bats Mini P.E.K.K.A Wizard Skeleton Army Mega Knight
The Log
Mini P.E.K.K.A Bats Wizard Skeleton Army Mega Knight
Mega Knight
Bats Wizard Freeze The Log

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.

Wizard The Log
Mini P.E.K.K.A Skeleton Army Bats The Log Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Freeze
Mini P.E.K.K.A Skeleton Army Bats Mega Knight
Mini P.E.K.K.A Skeleton Army The Log Mega Knight
Skeleton Army Freeze The Log Bats Mega Knight
Bats Wizard Freeze
The Log Mega Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Mega Knight
Bats Skeleton Army Wizard Freeze The Log Mega Knight
Bats Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Wizard Freeze The Log
Wizard Skeleton Army Mega Knight Bats Mini P.E.K.K.A Freeze The Log
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Mini P.E.K.K.A Freeze The Log Mega Knight
Wizard Mega Knight Bats Mini P.E.K.K.A Skeleton Army
Mega Knight Bats Wizard Skeleton Army The Log
Wizard Freeze The Log Bats Mega Knight
Mini P.E.K.K.A
Wizard Skeleton Army Mega Knight Bats 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 Skeleton Army Mega Knight
Mini P.E.K.K.A Wizard The Log Mega Knight
Skeleton Army Mega Knight Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Mega Knight Bats The Log
Mini P.E.K.K.A Skeleton Army Mega Knight
Wizard Bats Freeze
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Mega Knight Skeleton Army
Freeze Mega Knight Bats Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army
Mega Knight Bats Mini P.E.K.K.A
Skeleton Army Mega Knight The Log
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Bats Mini P.E.K.K.A Freeze The Log
Bats Mega Knight Mini P.E.K.K.A Wizard Freeze The Log

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.)

Freeze The Log
The Log
The Log
Freeze The Log
Wizard The Log Mega Knight
Wizard Bats Freeze
Wizard The Log
The Log Wizard Freeze
The Log Wizard
Bats Mini P.E.K.K.A
Wizard The Log
Wizard
The Log
Freeze
The Log
Wizard The Log
Wizard The Log Mega Knight
Freeze
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Freeze The Log Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard
Bats Wizard Freeze
Mini P.E.K.K.A
Wizard The Log Mega Knight
Freeze
Mega Knight
Wizard The Log
Bats Skeleton Army Freeze
Wizard
Freeze
The Log
Mini P.E.K.K.A Wizard Mega Knight
The Log Wizard
Mega Knight
Bats Freeze The Log
Bats
Freeze The Log Mega Knight

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