My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Baby Dragon Ice 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 Knight Musketeer Baby Dragon Ice Wizard

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.

Rocket

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.

Rocket

Dropped at the bridge

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

Knight Mini P.E.K.K.A Hog Rider Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Rocket Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Baby Dragon Ice Wizard

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 Knight Mini P.E.K.K.A Rocket Baby Dragon Ice Wizard

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.

Musketeer Ice 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 Knight Ice Wizard Mini P.E.K.K.A Musketeer Hog Rider Baby Dragon Rocket

Shortest cycle

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

12 Bats Knight Ice Wizard Mini P.E.K.K.A

Attack Synergies 6 11

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 Mini P.E.K.K.A Baby Dragon
Knight
Bats Musketeer Hog Rider Baby Dragon Ice Wizard
Mini P.E.K.K.A
Bats Musketeer Hog Rider Baby Dragon Ice Wizard
Musketeer
Knight Hog Rider Mini P.E.K.K.A Baby Dragon
Hog Rider
Bats Knight Musketeer Mini P.E.K.K.A Rocket Baby Dragon
Rocket
Hog Rider
Baby Dragon
Knight Bats Mini P.E.K.K.A Musketeer Hog Rider Ice Wizard
Ice Wizard
Knight Mini P.E.K.K.A Baby Dragon

Defense Synergies 4 10

Bats
Knight Mini P.E.K.K.A Musketeer Baby Dragon Ice Wizard
Knight
Bats Musketeer Ice Wizard Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Bats Knight Musketeer Baby Dragon Ice Wizard
Musketeer
Knight Bats Mini P.E.K.K.A Baby Dragon
Hog Rider
Rocket
Baby Dragon
Ice Wizard Bats Knight Mini P.E.K.K.A Musketeer
Ice Wizard
Knight Baby Dragon Bats Mini P.E.K.K.A

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.

Rocket Knight Musketeer Baby Dragon
Mini P.E.K.K.A Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Rocket Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Rocket
Bats Musketeer Baby Dragon Ice Wizard
Bats Musketeer Rocket Baby Dragon Ice Wizard
Rocket Musketeer Baby Dragon
Mini P.E.K.K.A Musketeer Ice Wizard
Knight Mini P.E.K.K.A Musketeer Ice Wizard
Bats Ice Wizard Knight Musketeer Baby Dragon
Musketeer Bats Baby Dragon Ice Wizard
Mini P.E.K.K.A Bats Knight Musketeer Rocket Ice Wizard
Rocket Bats Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Knight
Rocket Mini P.E.K.K.A
Bats Knight Mini P.E.K.K.A Musketeer
Bats Knight Musketeer Baby Dragon Ice Wizard
Baby Dragon Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Musketeer
Bats Knight Mini P.E.K.K.A Musketeer Baby Dragon

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A
Knight Mini P.E.K.K.A Musketeer Rocket Baby Dragon
Bats Knight Mini P.E.K.K.A Musketeer Rocket
Mini P.E.K.K.A Rocket Bats Knight Musketeer
Knight Mini P.E.K.K.A Musketeer
Rocket Bats Musketeer Baby Dragon Ice Wizard
Mini P.E.K.K.A Rocket Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Knight
Rocket Bats Knight Mini P.E.K.K.A Baby Dragon
Musketeer
Bats Knight Mini P.E.K.K.A Musketeer
Rocket
Mini P.E.K.K.A Rocket Knight
Musketeer Baby Dragon
Bats Knight Mini P.E.K.K.A Musketeer Rocket Baby Dragon
Bats Mini P.E.K.K.A Musketeer Baby Dragon Ice Wizard

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.)

Knight Musketeer Rocket Baby Dragon
Musketeer Baby Dragon Ice Wizard
Rocket Baby Dragon
Knight Musketeer Rocket
Rocket Baby Dragon
Bats Musketeer Rocket Baby Dragon Ice Wizard
Musketeer Baby Dragon
Baby Dragon Ice Wizard
Rocket Bats Mini P.E.K.K.A Musketeer
Rocket Knight Musketeer
Musketeer Rocket Baby Dragon
Rocket Knight Musketeer Baby Dragon
Musketeer Rocket Baby Dragon
Musketeer Baby Dragon
Rocket Musketeer Baby Dragon
Musketeer Rocket Baby Dragon
Rocket
Bats Mini P.E.K.K.A Rocket
Rocket Mini P.E.K.K.A Musketeer Baby Dragon
Rocket Baby Dragon
Rocket Musketeer Baby Dragon
Rocket
Rocket Musketeer
Rocket Musketeer Baby Dragon
Baby Dragon Ice Wizard
Musketeer Baby Dragon Ice Wizard
Musketeer Baby Dragon
Rocket Musketeer Baby Dragon
Bats Musketeer Baby Dragon Ice Wizard
Rocket Bats Musketeer
Mini P.E.K.K.A
Musketeer Rocket
Rocket
Rocket
Bats Musketeer Rocket
Rocket Musketeer Baby Dragon Ice Wizard
Knight Mini P.E.K.K.A Musketeer Rocket Baby Dragon
Musketeer Baby Dragon
Rocket
Musketeer
Bats Musketeer Rocket Baby Dragon
Bats Musketeer Rocket
Musketeer Rocket Baby Dragon

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