My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minion Horde Wizard Baby Dragon

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 Giant Wizard Baby Dragon 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 Giant

Damage spells

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

Zap

Punishments

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

Hog Rider Giant

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.

Minion Horde Hog Rider Giant Baby Dragon 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 Minion Horde Hog Rider Giant
Giant Snowball
Bats Minion Horde Hog Rider Baby Dragon
Zap
Bats Minion Horde
Barbarian Barrel
Wizard
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Bats Minion Horde
Royal Delivery
Bats Minion Horde Hog Rider Wizard Baby Dragon P.E.K.K.A
Fireball
Minion Horde Hog Rider Wizard Baby Dragon
Poison
Bats Minion Horde Wizard
Lightning
Wizard Baby Dragon
Rocket
Minion Horde Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

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 Baby Dragon P.E.K.K.A

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.

Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Hog Rider Baby Dragon Minion Horde Giant Wizard P.E.K.K.A

Shortest cycle

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

12 Bats Zap Hog Rider Baby Dragon

Attack Synergies 5 14

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 Giant Zap Baby Dragon P.E.K.K.A
Zap
Hog Rider Giant P.E.K.K.A Bats Minion Horde Baby Dragon
Minion Horde
Zap Hog Rider Giant
Hog Rider
Bats Zap Minion Horde Giant Wizard Baby Dragon
Giant
Bats Zap Minion Horde Hog Rider Wizard Baby Dragon
Wizard
Hog Rider Giant P.E.K.K.A
Baby Dragon
Bats Zap Hog Rider Giant P.E.K.K.A
P.E.K.K.A
Zap Bats Wizard Baby Dragon

Defense Synergies 0 8

Bats
Zap Baby Dragon P.E.K.K.A
Zap
Bats Minion Horde Baby Dragon P.E.K.K.A
Minion Horde
Zap
Hog Rider
Giant
Wizard
P.E.K.K.A
Baby Dragon
Bats Zap P.E.K.K.A
P.E.K.K.A
Bats Zap Wizard Baby Dragon

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 Minion Horde Wizard Baby Dragon
Minion Horde P.E.K.K.A Bats Zap
Minion Horde P.E.K.K.A Bats
Minion Horde P.E.K.K.A Bats
P.E.K.K.A
Bats Zap Baby Dragon
Bats Minion Horde Zap Wizard Baby Dragon
Zap Baby Dragon P.E.K.K.A
Minion Horde P.E.K.K.A
Minion Horde
Bats Minion Horde Zap Wizard Baby Dragon
Minion Horde Bats Zap Wizard Baby Dragon
Minion Horde P.E.K.K.A Bats Zap Wizard
Wizard Bats Zap Minion Horde Baby Dragon P.E.K.K.A
P.E.K.K.A Minion Horde
Minion Horde Zap P.E.K.K.A
Minion Horde Wizard Bats P.E.K.K.A
Bats Zap Minion Horde Wizard Baby Dragon
Zap Wizard Baby Dragon Bats
P.E.K.K.A
Wizard Bats Minion Horde Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A
Zap Wizard Baby Dragon
P.E.K.K.A Bats Zap Minion Horde
P.E.K.K.A Bats Zap Minion Horde
P.E.K.K.A Minion Horde
Wizard Bats Zap Minion Horde Baby Dragon
P.E.K.K.A Bats Minion Horde
P.E.K.K.A Minion Horde
Zap Minion Horde P.E.K.K.A Bats Baby Dragon
P.E.K.K.A Minion Horde
P.E.K.K.A Bats Minion Horde
P.E.K.K.A Zap
P.E.K.K.A Minion Horde Wizard
Wizard Minion Horde Baby Dragon
Bats Zap Minion Horde Baby Dragon P.E.K.K.A
Bats Zap Minion Horde Wizard Baby Dragon 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.)

Minion Horde Baby Dragon
Zap Baby Dragon
Minion Horde Baby Dragon
Wizard Zap Minion Horde Baby Dragon
Wizard Bats Zap Minion Horde Baby Dragon
Minion Horde Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard
Bats Minion Horde
Zap Minion Horde Wizard
Zap Wizard Baby Dragon
Baby Dragon
Minion Horde Baby Dragon
Zap Baby Dragon
Zap Minion Horde Wizard Baby Dragon
Minion Horde Wizard Baby Dragon
Bats Minion Horde
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Minion Horde Baby Dragon
Wizard
Zap Minion Horde Baby Dragon
Zap Wizard Baby Dragon
Minion Horde
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Baby Dragon
Bats Zap Minion Horde Wizard Baby Dragon
Zap Bats Minion Horde Wizard
Minion Horde
Zap Minion Horde Wizard
Zap Minion Horde
P.E.K.K.A Minion Horde
Wizard
Zap Minion Horde Bats
Zap Wizard Baby Dragon
Minion Horde Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap
Minion Horde P.E.K.K.A
Zap Bats Minion Horde Baby Dragon
Bats Zap
Zap Baby Dragon

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