My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Ice Golem

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Ice Golem

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Earthquake Fireball

Punishments

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

Mortar Mini P.E.K.K.A Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mortar Ice Golem Mini P.E.K.K.A Hog Rider

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 Archers Hog Rider
Giant Snowball
Bats Archers Hog Rider
Zap
Bats Archers Mortar
Barbarian Barrel
Archers Mortar
The Log
Archers Mini P.E.K.K.A Hog Rider
Earthquake
Archers Mortar Hog Rider
Arrows
Bats Archers
Royal Delivery
Bats Archers Mini P.E.K.K.A Hog Rider
Fireball
Archers Mortar Hog Rider
Poison
Bats Archers Mortar
Lightning
Mortar Ice Golem Mini P.E.K.K.A
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Ice Golem Earthquake 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 Ice Golem Mini 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.

Ice Golem 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 Ice Golem Archers Earthquake Mortar Fireball Mini P.E.K.K.A Hog Rider

Shortest cycle

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

10 Bats Ice Golem Archers Earthquake

Attack Synergies 6 12

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
Ice Golem Hog Rider Mortar Mini P.E.K.K.A
Archers
Ice Golem Mortar Mini P.E.K.K.A Hog Rider
Mortar
Bats Archers Ice Golem Fireball Hog Rider
Ice Golem
Bats Archers Hog Rider Mortar Mini P.E.K.K.A
Earthquake
Hog Rider Fireball Mini P.E.K.K.A
Fireball
Hog Rider Mortar Earthquake
Mini P.E.K.K.A
Bats Archers Ice Golem Earthquake Hog Rider
Hog Rider
Bats Ice Golem Earthquake Fireball Archers Mortar Mini P.E.K.K.A

Defense Synergies 1 15

Bats
Mortar Ice Golem Earthquake Mini P.E.K.K.A
Archers
Ice Golem Mortar Mini P.E.K.K.A
Mortar
Bats Archers Ice Golem Earthquake Fireball
Ice Golem
Archers Bats Mortar Earthquake Fireball Mini P.E.K.K.A
Earthquake
Bats Mortar Ice Golem Fireball Mini P.E.K.K.A
Fireball
Mortar Ice Golem Earthquake Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Archers Ice Golem Earthquake Fireball
Hog Rider

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.

Earthquake Mortar Ice Golem Fireball
Mini P.E.K.K.A Bats Mortar
Mortar Mini P.E.K.K.A Bats Archers
Mini P.E.K.K.A Bats Mortar
Earthquake Fireball Mini P.E.K.K.A
Fireball Bats Archers Earthquake
Bats Archers Mortar Fireball
Earthquake Ice Golem Fireball
Mini P.E.K.K.A Mortar
Archers Ice Golem Mini P.E.K.K.A
Bats Archers Ice Golem Earthquake Fireball
Bats Archers Fireball
Mortar Mini P.E.K.K.A Bats Earthquake Fireball
Fireball Bats Mortar Earthquake Mini P.E.K.K.A
Mini P.E.K.K.A Mortar
Mortar Fireball Mini P.E.K.K.A
Bats Mortar Fireball Mini P.E.K.K.A
Mortar Fireball Bats Archers
Mortar Earthquake Bats Archers Ice Golem Fireball
Mini P.E.K.K.A Mortar
Bats Archers Earthquake Fireball 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 Archers Ice Golem Fireball
Fireball Archers Mortar Ice Golem Mini P.E.K.K.A
Bats Ice Golem Mini P.E.K.K.A
Mini P.E.K.K.A Bats Ice Golem Fireball
Mini P.E.K.K.A
Fireball Bats Archers Ice Golem
Mini P.E.K.K.A Bats Archers Ice Golem Fireball
Mini P.E.K.K.A
Bats Mortar Ice Golem Fireball Mini P.E.K.K.A
Bats Mini P.E.K.K.A
Fireball
Mini P.E.K.K.A Ice Golem Fireball
Archers Fireball
Bats Archers Mortar Ice Golem Fireball Mini P.E.K.K.A
Bats Archers Ice Golem Earthquake Fireball Mini 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.)

Earthquake Fireball Mortar Ice Golem
Mortar Fireball
Earthquake Fireball
Earthquake Ice Golem Fireball
Fireball Mortar Earthquake
Fireball Bats Ice Golem
Archers Mortar Earthquake
Earthquake Fireball Ice Golem
Fireball Mortar
Bats Fireball Mini P.E.K.K.A
Mortar Earthquake Fireball
Fireball Archers
Earthquake Mortar Ice Golem Fireball
Earthquake Mortar Fireball
Earthquake Mortar Ice Golem Fireball
Earthquake Mortar Fireball
Earthquake Mortar Fireball
Mortar Earthquake Fireball
Bats Mini P.E.K.K.A
Archers Mortar Earthquake Fireball Mini P.E.K.K.A
Mortar Earthquake Fireball
Earthquake Fireball
Fireball
Earthquake Mortar Fireball
Ice Golem Earthquake Mortar Fireball
Mortar Fireball Earthquake
Fireball Mortar
Fireball Mortar
Bats Archers Ice Golem Fireball
Bats Fireball
Fireball Mini P.E.K.K.A
Mortar Earthquake Fireball
Fireball
Earthquake Fireball
Earthquake Bats Archers Fireball
Fireball Archers
Fireball
Fireball Mini P.E.K.K.A
Mortar Ice Golem Earthquake Fireball
Fireball
Bats Fireball
Bats Fireball
Mortar Fireball

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