My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 Battle Ram Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Rage Freeze

Punishments

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

Battle Ram Hog Rider

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.

Battle Ram Hog Rider P.E.K.K.A

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

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 Battle Ram Hog Rider
Giant Snowball
Bats Battle Ram Hog Rider
Zap
Bats Battle Ram
Barbarian Barrel
Battle Ram Wizard
The Log
Battle Ram Hog Rider
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Battle Ram Hog Rider Wizard P.E.K.K.A
Fireball
Battle Ram Hog Rider Wizard
Poison
Bats Wizard
Lightning
Battle Ram Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Freeze

Ladder info

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 Battle Ram Rage Freeze 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

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.

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.

Bats Rage Fireball Battle Ram Hog Rider Freeze Wizard P.E.K.K.A

Shortest cycle

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

12 Bats Rage Fireball Battle Ram

Attack Synergies 4 10

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 Battle Ram Rage P.E.K.K.A
Fireball
Hog Rider Battle Ram Freeze
Battle Ram
Bats Fireball Freeze P.E.K.K.A
Hog Rider
Bats Fireball Rage Freeze Wizard
Wizard
Hog Rider Rage P.E.K.K.A
Rage
Hog Rider Bats Wizard
Freeze
Hog Rider Fireball Battle Ram
P.E.K.K.A
Bats Battle Ram Wizard

Defense Synergies 0 5

Bats
Freeze P.E.K.K.A
Fireball
Freeze
Battle Ram
Hog Rider
Wizard
Freeze P.E.K.K.A
Rage
Freeze
Bats Fireball Wizard
P.E.K.K.A
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.

Fireball Wizard
P.E.K.K.A Bats
P.E.K.K.A Bats Freeze
P.E.K.K.A Bats
Fireball P.E.K.K.A
Fireball Freeze Bats
Bats Fireball Wizard Freeze
Fireball P.E.K.K.A
P.E.K.K.A
Bats Fireball Wizard Freeze
Bats Fireball Wizard
P.E.K.K.A Bats Fireball Wizard Freeze
Fireball Wizard Bats Freeze P.E.K.K.A
P.E.K.K.A
Fireball Freeze P.E.K.K.A
Wizard Bats Fireball P.E.K.K.A
Fireball Bats Wizard
Wizard Freeze Bats Fireball
P.E.K.K.A
Wizard Bats Fireball P.E.K.K.A

Counters to secondary win conditions

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

Fireball P.E.K.K.A
Fireball Wizard
P.E.K.K.A Bats
P.E.K.K.A Bats Fireball
P.E.K.K.A
Fireball Wizard Bats Freeze
P.E.K.K.A Bats Fireball
P.E.K.K.A
Freeze P.E.K.K.A Bats Fireball
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Fireball
P.E.K.K.A Fireball Wizard
Wizard Fireball
Bats Fireball Freeze P.E.K.K.A
Bats Fireball Wizard Freeze 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 Freeze
Fireball
Fireball
Fireball Freeze
Fireball Wizard
Fireball Wizard Bats Freeze
Wizard
Fireball Wizard Freeze
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Freeze
Fireball
Fireball Wizard
Fireball Wizard
Fireball Freeze
Bats
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Freeze Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Bats Fireball Wizard
Bats Fireball Wizard Freeze
Fireball
Fireball Wizard
Fireball Freeze
P.E.K.K.A
Fireball Wizard
Bats Fireball Freeze
Fireball Wizard
Freeze
Fireball
Fireball Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Bats Fireball Freeze
Bats Fireball
Fireball Freeze

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