My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers P.E.K.K.A

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 Fireball Freeze

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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 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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Cannon Fireball Hog Rider Freeze P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Cannon

Attack Synergies 6 7

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 Zap P.E.K.K.A
Zap
Fireball Hog Rider P.E.K.K.A Bats Archers Freeze
Archers
Zap Hog Rider P.E.K.K.A
Cannon
Fireball
Zap Hog Rider Freeze
Hog Rider
Bats Zap Fireball Freeze Archers
Freeze
Hog Rider Zap Fireball
P.E.K.K.A
Zap Bats Archers

Defense Synergies 2 10

Bats
Zap Cannon Freeze P.E.K.K.A
Zap
Cannon Fireball Bats Archers P.E.K.K.A
Archers
Zap Cannon P.E.K.K.A
Cannon
Zap Bats Archers Fireball
Fireball
Zap Cannon Freeze
Hog Rider
Freeze
Bats Fireball
P.E.K.K.A
Bats Zap Archers

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 Cannon Fireball
P.E.K.K.A Bats Zap Cannon
Cannon P.E.K.K.A Bats Archers Freeze
Cannon P.E.K.K.A Bats
Fireball P.E.K.K.A
Fireball Freeze Bats Zap Archers Cannon
Bats Zap Archers Cannon Fireball Freeze
Zap Cannon Fireball P.E.K.K.A
Cannon P.E.K.K.A
Archers Cannon
Bats Archers Zap Cannon Fireball Freeze
Bats Zap Archers Fireball
Cannon P.E.K.K.A Bats Zap Fireball Freeze
Fireball Bats Zap Cannon Freeze P.E.K.K.A
P.E.K.K.A Cannon
Zap Cannon Fireball Freeze P.E.K.K.A
Bats Cannon Fireball P.E.K.K.A
Cannon Fireball Bats Zap Archers
Zap Freeze Bats Archers Cannon Fireball
P.E.K.K.A Cannon
Bats Archers Cannon Fireball P.E.K.K.A

Counters to secondary win conditions

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

Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers
P.E.K.K.A Bats Zap
P.E.K.K.A Bats Zap Fireball
P.E.K.K.A Cannon
Fireball Bats Zap Archers Freeze
P.E.K.K.A Bats Archers Fireball
P.E.K.K.A
Zap Freeze P.E.K.K.A Bats Fireball
P.E.K.K.A Cannon
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball
P.E.K.K.A Cannon Fireball
Archers Cannon Fireball
Bats Zap Archers Fireball Freeze P.E.K.K.A
Bats Zap Archers Cannon Fireball 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 Zap
Fireball
Fireball Freeze
Fireball Zap
Fireball Bats Zap Freeze
Archers
Fireball Zap Freeze
Fireball Zap
Bats Fireball
Zap Fireball
Fireball Zap Archers
Fireball
Fireball Freeze
Zap Fireball
Zap Fireball
Fireball
Fireball Freeze
Bats
Zap Archers Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Freeze Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Bats Zap Archers Fireball
Zap Bats Fireball Freeze
Fireball
Zap Fireball
Zap Fireball Freeze
P.E.K.K.A
Fireball
Zap Bats Archers Fireball Freeze
Fireball Zap Archers
Freeze
Fireball
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Freeze
Bats Zap Fireball
Zap Fireball Freeze

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