My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Balloon Lumberjack Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

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 Balloon Lumberjack 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.

Mini P.E.K.K.A Balloon Lumberjack 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 Balloon Lumberjack

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

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 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 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.

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 Zap Skeleton Army Mini P.E.K.K.A Lumberjack Wizard Balloon Mega Knight

Shortest cycle

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

11 Bats Zap Skeleton Army Mini P.E.K.K.A

Attack Synergies 4 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
Balloon Mega Knight Zap Mini P.E.K.K.A Lumberjack
Zap
Balloon Bats Mini P.E.K.K.A Lumberjack Mega Knight
Mini P.E.K.K.A
Bats Zap Wizard Lumberjack Mega Knight
Wizard
Mini P.E.K.K.A Balloon Lumberjack Mega Knight
Skeleton Army
Balloon
Bats Zap Lumberjack Wizard Mega Knight
Lumberjack
Balloon Bats Zap Mini P.E.K.K.A Wizard Mega Knight
Mega Knight
Bats Zap Mini P.E.K.K.A Wizard Balloon Lumberjack

Defense Synergies 2 12

Bats
Zap Mini P.E.K.K.A Lumberjack Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Skeleton Army Lumberjack
Mini P.E.K.K.A
Zap Bats Wizard Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Skeleton Army
Zap Mini P.E.K.K.A Wizard Lumberjack
Balloon
Lumberjack
Bats Zap Wizard Skeleton Army
Mega Knight
Zap 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.

Zap Wizard
Mini P.E.K.K.A Skeleton Army Lumberjack Bats Zap Mega Knight
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight Bats
Mini P.E.K.K.A Skeleton Army Lumberjack Bats Mega Knight
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Skeleton Army Bats Zap Lumberjack Mega Knight
Bats Zap Wizard
Zap Mega Knight
Mini P.E.K.K.A Skeleton Army Lumberjack
Skeleton Army Mini P.E.K.K.A Lumberjack Mega Knight
Bats Skeleton Army Zap Wizard Lumberjack Mega Knight
Bats Zap Wizard
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight Bats Zap Wizard
Wizard Skeleton Army Mega Knight Bats Zap Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Skeleton Army Zap Mini P.E.K.K.A Lumberjack Mega Knight
Wizard Mega Knight Bats Mini P.E.K.K.A Skeleton Army Lumberjack
Mega Knight Bats Zap Wizard Skeleton Army Lumberjack
Zap Wizard Bats Lumberjack Mega Knight
Mini P.E.K.K.A Lumberjack
Wizard Skeleton Army Mega Knight Bats Mini P.E.K.K.A Lumberjack

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 Lumberjack Mega Knight Zap
Zap Mini P.E.K.K.A Wizard Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight Bats Zap
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Wizard Bats Zap
Mini P.E.K.K.A Skeleton Army Bats Lumberjack
Mini P.E.K.K.A Mega Knight Skeleton Army Lumberjack
Zap Mega Knight Bats Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mega Knight Bats Mini P.E.K.K.A Lumberjack
Skeleton Army Mega Knight Zap
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Lumberjack
Wizard Skeleton Army Mega Knight
Skeleton Army Bats Zap Mini P.E.K.K.A Lumberjack
Bats Mega Knight Zap Mini P.E.K.K.A 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.)

Zap
Wizard Zap Mega Knight
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard
Bats Mini P.E.K.K.A Lumberjack
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Wizard Mega Knight
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Bats Zap Wizard
Zap Bats Wizard
Mini P.E.K.K.A
Zap Wizard Mega Knight
Zap
Mega Knight
Wizard
Zap Bats Skeleton Army
Zap Wizard
Mini P.E.K.K.A Wizard Lumberjack Mega Knight
Zap Wizard
Zap
Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight

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