My Best Clash Royale Deck

Deck Check Rating

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

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 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 Witch

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.

Earthquake 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball The Log

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 Guards

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Earthquake Guards Fireball Mini P.E.K.K.A Hog Rider Witch

Shortest cycle

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

10 Bats The Log Earthquake Guards

Attack Synergies 4 10

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 Mini P.E.K.K.A
Earthquake
Hog Rider Fireball Mini P.E.K.K.A The Log
Fireball
Hog Rider Earthquake The Log
Mini P.E.K.K.A
Bats Earthquake Hog Rider The Log
Hog Rider
Bats Earthquake Fireball The Log Mini P.E.K.K.A Guards Witch
Guards
Hog Rider The Log
Witch
Hog Rider
The Log
Hog Rider Earthquake Fireball Mini P.E.K.K.A Guards

Defense Synergies 2 12

Bats
Earthquake Mini P.E.K.K.A The Log
Earthquake
Bats Fireball Mini P.E.K.K.A The Log
Fireball
The Log Earthquake Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Bats Earthquake Fireball Guards Witch
Hog Rider
Guards
Mini P.E.K.K.A Witch The Log
Witch
Mini P.E.K.K.A Guards The Log
The Log
Fireball Mini P.E.K.K.A Bats Earthquake Guards Witch

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 Fireball The Log
Mini P.E.K.K.A Bats Witch The Log
Mini P.E.K.K.A Witch Bats
Mini P.E.K.K.A Witch Bats Guards
Earthquake Fireball Mini P.E.K.K.A The Log
Fireball The Log Bats Earthquake Guards
Bats Fireball Witch
Earthquake Fireball The Log
Mini P.E.K.K.A Witch
Guards Mini P.E.K.K.A
Bats Guards Witch Earthquake Fireball The Log
Bats Fireball Witch
Mini P.E.K.K.A Bats Earthquake Fireball Guards Witch The Log
Fireball Bats Earthquake Mini P.E.K.K.A Guards Witch The Log
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A The Log
Bats Fireball Mini P.E.K.K.A Witch
Fireball Bats Guards Witch The Log
Earthquake Witch The Log Bats Fireball Guards
Mini P.E.K.K.A
Bats Earthquake Fireball Mini P.E.K.K.A Guards Witch 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 Guards Fireball Witch
Fireball Mini P.E.K.K.A The Log
Guards Bats Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Guards Bats Fireball The Log
Mini P.E.K.K.A Guards Witch
Fireball Bats Witch
Mini P.E.K.K.A Guards Bats Fireball Witch
Mini P.E.K.K.A
Bats Fireball Mini P.E.K.K.A Witch The Log
Witch Guards
Bats Mini P.E.K.K.A Guards Witch
Fireball Guards The Log
Mini P.E.K.K.A Fireball Guards Witch
Fireball Witch
Guards Witch Bats Fireball Mini P.E.K.K.A The Log
Bats Earthquake Fireball Mini P.E.K.K.A Witch 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.)

Earthquake Fireball Guards The Log
Fireball The Log
Earthquake Fireball The Log
Earthquake Fireball Guards The Log
Fireball Earthquake The Log
Fireball Bats Witch
Earthquake Witch The Log
Earthquake Fireball The Log
Fireball The Log
Bats Fireball Mini P.E.K.K.A Guards
Earthquake Fireball The Log
Fireball
Earthquake Fireball The Log
Earthquake Fireball
Earthquake Fireball The Log
Earthquake Fireball Witch The Log
Earthquake Fireball The Log
Earthquake Fireball
Bats Mini P.E.K.K.A
Earthquake Fireball Mini P.E.K.K.A The Log
Earthquake Fireball Witch The Log
Earthquake Fireball The Log
Fireball
The Log
Earthquake Fireball The Log
Earthquake The Log Fireball Witch
Witch
Fireball The Log Earthquake Witch
Fireball Witch The Log
Fireball The Log
Bats Fireball Witch
Bats Fireball Guards Witch
Fireball Mini P.E.K.K.A
Earthquake Fireball The Log
Fireball
Earthquake Fireball The Log
Earthquake Bats Fireball Guards Witch
Fireball Witch
The Log Fireball
Fireball Mini P.E.K.K.A
The Log Earthquake Fireball
Fireball
Bats Fireball Guards Witch The Log
Bats Fireball Witch
Fireball Witch The Log

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