My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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.

Fire Spirit 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 P.E.K.K.A Lumberjack

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.

Fireball

Punishments

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

Hog Rider Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Fire Spirit Hog Rider P.E.K.K.A Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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.

Fire Spirit Bats Skeleton Army P.E.K.K.A

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.

Fireball 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.

Fire Spirit Fireball 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.

Fire Spirit Bats Skeleton Army Fireball Hog Rider Lumberjack Wizard P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Bats Skeleton Army Fireball

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.

Fire Spirit
Hog Rider P.E.K.K.A Lumberjack
Bats
Hog Rider P.E.K.K.A Lumberjack
Fireball
Hog Rider
Hog Rider
Fire Spirit Bats Fireball Wizard Lumberjack
Wizard
Hog Rider P.E.K.K.A Lumberjack
Skeleton Army
P.E.K.K.A
Fire Spirit Bats Wizard Lumberjack
Lumberjack
Fire Spirit Bats Hog Rider Wizard P.E.K.K.A

Defense Synergies 0 8

Fire Spirit
P.E.K.K.A
Bats
P.E.K.K.A Lumberjack
Fireball
Lumberjack
Hog Rider
Wizard
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army
Wizard Lumberjack
P.E.K.K.A
Fire Spirit Bats Wizard
Lumberjack
Bats Fireball Wizard Skeleton Army

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.

Fireball Wizard
Skeleton Army P.E.K.K.A Lumberjack Bats
Skeleton Army P.E.K.K.A Lumberjack Fire Spirit Bats
Skeleton Army P.E.K.K.A Lumberjack Bats
Fireball Skeleton Army P.E.K.K.A Lumberjack
Fireball Skeleton Army Fire Spirit Bats Lumberjack
Bats Fire Spirit Fireball Wizard
Fireball P.E.K.K.A
P.E.K.K.A Skeleton Army Lumberjack
Skeleton Army Fire Spirit Lumberjack
Bats Skeleton Army Fireball Wizard Lumberjack
Bats Fireball Wizard
Skeleton Army P.E.K.K.A Lumberjack Fire Spirit Bats Fireball Wizard
Fire Spirit Fireball Wizard Skeleton Army Bats P.E.K.K.A Lumberjack
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army Fireball P.E.K.K.A Lumberjack
Wizard Bats Fireball Skeleton Army P.E.K.K.A Lumberjack
Fire Spirit Fireball Bats Wizard Skeleton Army Lumberjack
Wizard Fire Spirit Bats Fireball Lumberjack
P.E.K.K.A Lumberjack
Wizard Skeleton Army Fire Spirit Bats Fireball P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Fireball P.E.K.K.A
Fireball Wizard Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Bats
Skeleton Army P.E.K.K.A Lumberjack Bats Fireball
P.E.K.K.A Skeleton Army Lumberjack
Fire Spirit Fireball Wizard Bats
Skeleton Army P.E.K.K.A Bats Fireball Lumberjack
P.E.K.K.A Skeleton Army Lumberjack
P.E.K.K.A Bats Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Lumberjack
Skeleton Army P.E.K.K.A Fireball
Skeleton Army P.E.K.K.A Fireball Wizard Lumberjack
Wizard Fireball Skeleton Army
Skeleton Army Bats Fireball P.E.K.K.A Lumberjack
Bats Fireball Wizard 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.)

Fireball
Fireball
Fireball
Fireball
Fireball Wizard Fire Spirit
Fireball Wizard Fire Spirit Bats
Fire Spirit Wizard
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Bats Fireball Lumberjack
Fireball Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats
Fire Spirit Fireball Wizard
Fire Spirit Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fire Spirit Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Fire Spirit Bats Fireball Skeleton Army
Fireball Fire Spirit Wizard
Fireball
Fireball Wizard Lumberjack
Fireball Wizard
Fireball
P.E.K.K.A
Bats Fireball
Bats Fireball
Fireball

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