My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch

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 Knight Witch P.E.K.K.A

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.

Zap Fireball

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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 Knight 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

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 Witch

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.

Mirror Bats Zap Knight Fireball Hog Rider Witch P.E.K.K.A

Shortest cycle

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

7 Mirror Bats Zap Knight

Attack Synergies 9 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
Knight Hog Rider Zap P.E.K.K.A
Zap
Fireball Hog Rider Mirror P.E.K.K.A Bats Knight Witch
Knight
Bats Hog Rider Zap Fireball Witch
Fireball
Zap Hog Rider Mirror Knight
Hog Rider
Bats Zap Knight Fireball Mirror Witch
Mirror
Zap Fireball Hog Rider
Witch
Zap Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Bats Witch

Defense Synergies 4 7

Bats
Knight Zap P.E.K.K.A
Zap
Fireball Mirror Bats Knight Witch P.E.K.K.A
Knight
Bats Zap Fireball Witch
Fireball
Zap Mirror Knight
Hog Rider
Mirror
Zap Fireball
Witch
Zap Knight
P.E.K.K.A
Bats Zap

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.

Zap Knight Fireball
P.E.K.K.A Bats Zap Knight Witch
Witch P.E.K.K.A Bats Knight
Witch P.E.K.K.A Bats Knight
Fireball P.E.K.K.A
Fireball Bats Zap
Bats Zap Fireball Witch
Zap Fireball P.E.K.K.A
Witch P.E.K.K.A
Knight
Bats Witch Zap Knight Fireball
Bats Zap Fireball Witch
P.E.K.K.A Bats Zap Knight Fireball Witch
Fireball Bats Zap Witch P.E.K.K.A
P.E.K.K.A Knight
Zap Fireball P.E.K.K.A
Bats Knight Fireball Witch P.E.K.K.A
Fireball Bats Zap Knight Witch
Zap Witch Bats Knight Fireball
P.E.K.K.A
Bats Knight Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Fireball Witch P.E.K.K.A
Fireball Zap Knight
P.E.K.K.A Bats Zap Knight Witch
P.E.K.K.A Bats Zap Knight Fireball
P.E.K.K.A Knight Witch
Fireball Bats Zap Witch
P.E.K.K.A Bats Knight Fireball Witch
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Zap Fireball
P.E.K.K.A Knight Fireball Witch
Fireball Witch
Witch Bats Zap Knight Fireball P.E.K.K.A
Bats Zap Fireball Witch 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 Zap
Fireball
Knight Fireball
Fireball Zap
Fireball Bats Zap Witch
Witch
Fireball Zap
Fireball Zap
Bats Fireball
Zap Knight Fireball
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Bats
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Bats Zap Fireball Witch
Zap Bats Fireball Witch
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball
Zap Bats Fireball Witch
Fireball Zap Witch
Fireball
Fireball Knight
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Witch
Bats Zap Fireball Witch
Zap Fireball Witch

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