My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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 Mega Minion Wizard Princess

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 Mega Minion Wizard P.E.K.K.A Princess 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.

Zap

Punishments

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

Hog Rider Princess 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.

Hog Rider P.E.K.K.A Princess 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Princess 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 Mega Minion P.E.K.K.A Princess 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.

Princess

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 Mega Minion Princess Hog Rider Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Mega Minion Princess

Attack Synergies 5 13

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 Mega Knight Zap Mega Minion P.E.K.K.A
Zap
Mega Minion Hog Rider P.E.K.K.A Bats Princess Mega Knight
Mega Minion
Zap Bats Mega Knight
Hog Rider
Bats Zap Wizard Princess Mega Knight
Wizard
Hog Rider P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Bats Wizard Princess
Princess
Zap Hog Rider P.E.K.K.A Mega Knight
Mega Knight
Bats Zap Mega Minion Hog Rider Wizard Princess

Defense Synergies 2 12

Bats
Zap P.E.K.K.A Mega Knight
Zap
Mega Minion Mega Knight Bats P.E.K.K.A Princess
Mega Minion
Zap Wizard Princess Mega Knight
Hog Rider
Wizard
Mega Minion P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Zap Wizard Princess
Princess
Zap Mega Minion P.E.K.K.A Mega Knight
Mega Knight
Zap Bats Mega Minion Wizard Princess

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 Mega Minion Wizard
P.E.K.K.A Bats Zap Mega Minion Mega Knight
P.E.K.K.A Mega Knight Bats Mega Minion
P.E.K.K.A Bats Mega Minion Mega Knight
P.E.K.K.A Princess Mega Knight
Bats Zap Mega Minion Mega Knight
Bats Mega Minion Zap Wizard Princess
Zap P.E.K.K.A Mega Knight
P.E.K.K.A Princess
Mega Knight
Bats Zap Mega Minion Wizard Princess Mega Knight
Mega Minion Bats Zap Wizard Princess
P.E.K.K.A Mega Knight Bats Zap Wizard
Wizard Mega Knight Bats Zap Mega Minion P.E.K.K.A Princess
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Bats P.E.K.K.A
Mega Knight Bats Zap Mega Minion Wizard
Zap Wizard Bats Mega Minion Princess Mega Knight
P.E.K.K.A
Wizard Mega Knight Bats P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A
Zap Mega Minion Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Zap
P.E.K.K.A Mega Knight Bats Zap
P.E.K.K.A Mega Knight
Wizard Bats Zap Princess
P.E.K.K.A Bats Mega Minion
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Bats Mega Minion
P.E.K.K.A Mega Minion
P.E.K.K.A Mega Knight Bats Mega Minion
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Wizard
Wizard Princess Mega Knight
Bats Zap Mega Minion P.E.K.K.A
Bats Mega Knight Zap Mega Minion Wizard P.E.K.K.A Princess

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.)

Princess
Zap Princess
Wizard Zap Mega Knight
Wizard Bats Zap Mega Minion Princess
Wizard Princess
Zap Wizard Princess
Zap Wizard
Bats
Zap Wizard Princess
Zap Wizard Princess
Princess
Princess
Princess Zap
Zap Wizard Princess
Wizard Princess Mega Knight
Bats
Zap Mega Minion Wizard Princess Mega Knight
Zap Wizard Princess Mega Knight
Mega Knight
Wizard Princess
Zap
Zap Wizard Princess Mega Knight
Mega Minion
Zap Wizard Princess
Zap Wizard Princess Mega Knight
Zap
Bats Zap Wizard Princess
Zap Bats Mega Minion Wizard
Mega Minion
Zap Wizard Mega Knight
Zap Princess
P.E.K.K.A Mega Knight
Wizard Princess
Zap Bats Princess
Zap Mega Minion Wizard Princess
Mega Minion Wizard Princess Mega Knight
Zap Wizard Princess
Zap
Mega Minion P.E.K.K.A Mega Knight
Zap Bats Princess
Bats Zap Princess
Zap Princess Mega Knight

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