My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 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.

Zap

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.

Missing

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

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 Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Inferno Tower Skeleton Army
Barbarian Barrel
Knight Inferno Tower Wizard Skeleton Army
The Log
Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Mini P.E.K.K.A Hog Rider Wizard Skeleton Army
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army
Poison
Bats Inferno Tower Wizard Skeleton Army
Lightning
Knight Mini P.E.K.K.A Inferno Tower Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Inferno Tower Skeleton Army

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.

Skeleton Army

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Skeleton Army Mini P.E.K.K.A Hog Rider Inferno Tower Wizard

Shortest cycle

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

10 Bats Zap Knight Skeleton Army

Attack Synergies 4 8

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 Mini P.E.K.K.A
Zap
Hog Rider Bats Knight Mini P.E.K.K.A
Knight
Bats Hog Rider Zap Wizard
Mini P.E.K.K.A
Bats Zap Hog Rider Wizard
Hog Rider
Bats Zap Knight Mini P.E.K.K.A Wizard
Inferno Tower
Wizard
Knight Mini P.E.K.K.A Hog Rider
Skeleton Army

Defense Synergies 4 12

Bats
Knight Zap Mini P.E.K.K.A Inferno Tower
Zap
Mini P.E.K.K.A Bats Knight Inferno Tower Skeleton Army
Knight
Bats Inferno Tower Zap Mini P.E.K.K.A Wizard Skeleton Army
Mini P.E.K.K.A
Zap Bats Knight Wizard Skeleton Army
Hog Rider
Inferno Tower
Knight Skeleton Army Bats Zap
Wizard
Knight Mini P.E.K.K.A Skeleton Army
Skeleton Army
Inferno Tower Zap Knight Mini P.E.K.K.A Wizard

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 Inferno Tower Wizard
Mini P.E.K.K.A Inferno Tower Skeleton Army Bats Zap Knight
Mini P.E.K.K.A Inferno Tower Skeleton Army Bats Knight
Mini P.E.K.K.A Inferno Tower Skeleton Army Bats Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Bats Zap
Bats Inferno Tower Zap Wizard
Zap Inferno Tower
Mini P.E.K.K.A Inferno Tower Skeleton Army
Knight Skeleton Army Mini P.E.K.K.A Inferno Tower
Bats Skeleton Army Zap Knight Wizard
Inferno Tower Bats Zap Wizard
Mini P.E.K.K.A Inferno Tower Skeleton Army Bats Zap Knight Wizard
Wizard Skeleton Army Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Tower Skeleton Army Knight
Inferno Tower Skeleton Army Zap Mini P.E.K.K.A
Wizard Bats Knight Mini P.E.K.K.A Inferno Tower Skeleton Army
Bats Zap Knight Wizard Skeleton Army
Zap Wizard Bats Knight
Mini P.E.K.K.A Inferno Tower
Wizard Skeleton Army Bats Knight Mini P.E.K.K.A

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 Skeleton Army Zap Inferno Tower
Zap Knight Mini P.E.K.K.A Wizard
Skeleton Army Bats Zap Knight Mini P.E.K.K.A Inferno Tower
Mini P.E.K.K.A Skeleton Army Bats Zap Knight Inferno Tower
Inferno Tower Knight Mini P.E.K.K.A Skeleton Army
Wizard Bats Zap
Mini P.E.K.K.A Skeleton Army Bats Knight Inferno Tower
Mini P.E.K.K.A Inferno Tower Knight Skeleton Army
Zap Bats Knight Mini P.E.K.K.A Inferno Tower Skeleton Army
Inferno Tower Skeleton Army
Bats Knight Mini P.E.K.K.A Inferno Tower
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Knight Inferno Tower Wizard
Wizard Skeleton Army
Inferno Tower Skeleton Army Bats Zap Knight Mini P.E.K.K.A
Bats Zap Mini P.E.K.K.A Inferno Tower 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
Zap
Knight
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Mini P.E.K.K.A
Zap Knight Wizard
Zap Wizard
Knight
Zap
Zap Wizard
Wizard
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Bats Zap Wizard
Zap Bats Wizard
Mini P.E.K.K.A
Zap Wizard
Zap
Wizard
Zap Bats Skeleton Army
Zap Wizard
Knight Mini P.E.K.K.A Wizard
Zap Wizard
Zap
Zap Bats
Bats Zap
Zap

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