My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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!
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 Minion Horde 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 Wizard Giant Skeleton Mega Knight

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.

Missing

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 Mega Knight

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 Mini P.E.K.K.A Hog Rider Giant Skeleton Mega Knight

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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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 Mini P.E.K.K.A Skeleton Army Giant Skeleton Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Mini P.E.K.K.A Hog Rider Minion Horde Wizard Giant Skeleton Mega Knight

Shortest cycle

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

13 Bats Skeleton Army Mini P.E.K.K.A Hog Rider

Attack Synergies 4 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
Hog Rider Giant Skeleton Mega Knight Mini P.E.K.K.A
Minion Horde
Mega Knight Hog Rider Giant Skeleton
Mini P.E.K.K.A
Bats Hog Rider Wizard Giant Skeleton Mega Knight
Hog Rider
Bats Minion Horde Mini P.E.K.K.A Wizard Giant Skeleton Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Giant Skeleton Mega Knight
Skeleton Army
Giant Skeleton
Bats Minion Horde Mini P.E.K.K.A Hog Rider Wizard
Mega Knight
Bats Minion Horde Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 0 9

Bats
Mini P.E.K.K.A Giant Skeleton Mega Knight
Minion Horde
Mini P.E.K.K.A
Bats Wizard Skeleton Army
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army Giant Skeleton Mega Knight
Skeleton Army
Mini P.E.K.K.A Wizard Giant Skeleton
Giant Skeleton
Bats Wizard Skeleton Army
Mega Knight
Bats 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.

Minion Horde Wizard
Minion Horde Mini P.E.K.K.A Skeleton Army Bats Mega Knight
Minion Horde Mini P.E.K.K.A Skeleton Army Mega Knight Bats Giant Skeleton
Minion Horde Mini P.E.K.K.A Skeleton Army Bats Mega Knight
Mini P.E.K.K.A Skeleton Army Giant Skeleton Mega Knight
Skeleton Army Bats Mega Knight
Bats Minion Horde Wizard
Giant Skeleton Mega Knight
Minion Horde Mini P.E.K.K.A Skeleton Army
Skeleton Army Minion Horde Mini P.E.K.K.A Giant Skeleton Mega Knight
Bats Minion Horde Skeleton Army Wizard Giant Skeleton Mega Knight
Minion Horde Bats Wizard
Minion Horde Mini P.E.K.K.A Skeleton Army Mega Knight Bats Wizard Giant Skeleton
Wizard Skeleton Army Mega Knight Bats Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Minion Horde Mega Knight
Minion Horde Skeleton Army Mini P.E.K.K.A Mega Knight
Minion Horde Wizard Mega Knight Bats Mini P.E.K.K.A Skeleton Army
Mega Knight Bats Minion Horde Wizard Skeleton Army
Wizard Bats Giant Skeleton Mega Knight
Mini P.E.K.K.A
Wizard Skeleton Army Mega Knight Bats Minion Horde Mini P.E.K.K.A Giant Skeleton

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Mega Knight Giant Skeleton
Mini P.E.K.K.A Wizard Mega Knight
Skeleton Army Giant Skeleton Mega Knight Bats Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Giant Skeleton Mega Knight Bats Minion Horde
Giant Skeleton Minion Horde Mini P.E.K.K.A Skeleton Army Mega Knight
Wizard Bats Minion Horde
Mini P.E.K.K.A Skeleton Army Bats Minion Horde Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Mega Knight Minion Horde Skeleton Army
Minion Horde Giant Skeleton Mega Knight Bats Mini P.E.K.K.A Skeleton Army
Minion Horde Skeleton Army
Mega Knight Bats Minion Horde Mini P.E.K.K.A Giant Skeleton
Skeleton Army Mega Knight Giant Skeleton
Mini P.E.K.K.A Skeleton Army Giant Skeleton Mega Knight Minion Horde Wizard
Wizard Minion Horde Skeleton Army Mega Knight
Skeleton Army Bats Minion Horde Mini P.E.K.K.A Giant Skeleton
Bats Mega Knight Minion Horde Mini P.E.K.K.A Wizard Giant Skeleton

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 Giant Skeleton
Minion Horde Giant Skeleton
Giant Skeleton
Wizard Minion Horde Mega Knight
Wizard Bats Minion Horde
Minion Horde Wizard
Wizard
Wizard
Bats Minion Horde Mini P.E.K.K.A
Minion Horde Wizard
Wizard
Minion Horde
Minion Horde Wizard
Minion Horde Wizard Mega Knight
Bats Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Mega Knight
Wizard Mega Knight
Minion Horde Giant Skeleton Mega Knight
Wizard
Minion Horde
Wizard Mega Knight
Minion Horde
Wizard
Wizard Mega Knight
Bats Minion Horde Wizard
Bats Minion Horde Wizard
Minion Horde Mini P.E.K.K.A
Minion Horde Wizard Mega Knight
Minion Horde
Minion Horde Giant Skeleton Mega Knight
Wizard
Minion Horde Bats Skeleton Army
Wizard
Minion Horde Mini P.E.K.K.A Wizard Mega Knight
Wizard
Giant Skeleton
Minion Horde Mega Knight
Bats Minion Horde Giant Skeleton
Bats
Giant Skeleton Mega Knight

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