My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro 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.

Ice Spirit Bats Knight P.E.K.K.A Electro Wizard 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 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.

Ice Spirit Knight Hog Rider P.E.K.K.A 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 Electro Wizard

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 Hog Rider
Zap
Bats
Barbarian Barrel
Ice Spirit Knight Electro Wizard
The Log
Ice Spirit Hog Rider
Earthquake
Hog Rider
Arrows
Ice Spirit Bats
Royal Delivery
Ice Spirit Bats Knight Hog Rider P.E.K.K.A Electro Wizard
Fireball
Hog Rider Electro Wizard
Poison
Bats Electro Wizard
Lightning
Knight Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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.

Ice Spirit Bats Knight P.E.K.K.A Mega Knight

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.

Ice Spirit Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Knight Hog Rider Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Ice Spirit Bats Zap Knight

Attack Synergies 12 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.

Ice Spirit
Zap Knight Hog Rider P.E.K.K.A Bats Mega Knight
Bats
Knight Hog Rider Mega Knight Ice Spirit Zap P.E.K.K.A
Zap
Ice Spirit Hog Rider P.E.K.K.A Electro Wizard Bats Knight Mega Knight
Knight
Ice Spirit Bats Hog Rider Zap Electro Wizard
Hog Rider
Ice Spirit Bats Zap Knight Electro Wizard Mega Knight
P.E.K.K.A
Ice Spirit Zap Electro Wizard Bats
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider Mega Knight
Mega Knight
Bats Ice Spirit Zap Hog Rider Electro Wizard

Defense Synergies 5 13

Ice Spirit
Zap Bats Knight P.E.K.K.A Electro Wizard Mega Knight
Bats
Knight Ice Spirit Zap P.E.K.K.A Electro Wizard Mega Knight
Zap
Ice Spirit Electro Wizard Mega Knight Bats Knight P.E.K.K.A
Knight
Bats Electro Wizard Ice Spirit Zap
Hog Rider
P.E.K.K.A
Ice Spirit Bats Zap Electro Wizard
Electro Wizard
Zap Knight Ice Spirit Bats P.E.K.K.A Mega Knight
Mega Knight
Zap Ice Spirit Bats Electro 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 Knight Electro Wizard
P.E.K.K.A Ice Spirit Bats Zap Knight Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Ice Spirit Zap
Zap P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Knight Ice Spirit Electro Wizard Mega Knight
Bats Electro Wizard Zap Knight Mega Knight
Bats Zap Electro Wizard
P.E.K.K.A Mega Knight Ice Spirit Bats Zap Knight Electro Wizard
Mega Knight Ice Spirit Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard Mega Knight
Ice Spirit Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bats Knight P.E.K.K.A Electro Wizard
Ice Spirit Mega Knight Bats Zap Knight Electro Wizard
Zap Ice Spirit Bats Knight Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Bats Knight P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Mega Knight
P.E.K.K.A Mega Knight Ice Spirit Bats Zap Knight Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Knight Electro Wizard
P.E.K.K.A Knight Mega Knight
Ice Spirit Bats Zap Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Ice Spirit Bats Knight
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Knight
Mega Knight
Electro Wizard Ice Spirit Bats Zap Knight P.E.K.K.A
Bats Mega Knight Zap P.E.K.K.A Electro Wizard
Zap Electro Wizard
P.E.K.K.A Mega Knight
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.)

Knight
Zap Electro Wizard
Knight
Zap Mega Knight
Ice Spirit Bats Zap
Ice Spirit Zap
Zap
Bats Electro Wizard
Zap Knight Electro Wizard
Zap
Knight
Zap
Zap
Mega Knight
Bats
Zap Electro Wizard Mega Knight
Zap Mega Knight
Mega Knight
Zap
Zap Ice Spirit Mega Knight
Zap Electro Wizard
Zap Mega Knight
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Ice Spirit Bats
Zap Mega Knight
Zap Ice Spirit Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard Ice Spirit Bats
Zap Electro Wizard
Knight Electro Wizard Mega Knight
Zap
Zap
P.E.K.K.A Mega Knight
Zap Ice Spirit Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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