My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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 Baby Dragon

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 Knight Baby Dragon 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 The Log

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.

Missing

Dropped at the bridge

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

Knight Hog Rider Baby Dragon 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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army Baby Dragon
Zap
Bats Skeleton Army
Barbarian Barrel
Knight Skeleton Army
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Hog Rider Skeleton Army Baby Dragon P.E.K.K.A
Fireball
Hog Rider Skeleton Army Baby Dragon
Poison
Bats Skeleton Army
Lightning
Knight Baby Dragon
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon The Log

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 Knight Skeleton Army Baby Dragon 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.

Skeleton Army

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 The Log Knight Skeleton Army Hog Rider Baby Dragon P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Knight

Attack Synergies 7 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
Knight Hog Rider Zap Baby Dragon P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Bats Knight Baby Dragon The Log
Knight
Bats Hog Rider Baby Dragon Zap The Log
Hog Rider
Bats Zap Knight The Log Baby Dragon
Skeleton Army
Baby Dragon
Knight Bats Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Bats Baby Dragon The Log
The Log
Hog Rider Zap Knight P.E.K.K.A

Defense Synergies 2 15

Bats
Knight Zap Baby Dragon P.E.K.K.A The Log
Zap
Bats Knight Skeleton Army Baby Dragon P.E.K.K.A The Log
Knight
Bats Zap Skeleton Army Baby Dragon The Log
Hog Rider
Skeleton Army
Zap Knight The Log
Baby Dragon
Bats Zap Knight P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Zap Baby Dragon
The Log
P.E.K.K.A Bats Zap Knight Skeleton Army Baby Dragon

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 Baby Dragon The Log
Skeleton Army P.E.K.K.A Bats Zap Knight The Log
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Bats Zap Baby Dragon
Bats Zap Baby Dragon
Zap Baby Dragon P.E.K.K.A The Log
P.E.K.K.A Skeleton Army
Knight Skeleton Army
Bats Skeleton Army Zap Knight Baby Dragon The Log
Bats Zap Baby Dragon
Skeleton Army P.E.K.K.A Bats Zap Knight The Log
Skeleton Army Bats Zap Baby Dragon P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Knight
Skeleton Army Zap P.E.K.K.A The Log
Bats Knight Skeleton Army P.E.K.K.A
Bats Zap Knight Skeleton Army Baby Dragon The Log
Zap Baby Dragon The Log Bats Knight
P.E.K.K.A
Skeleton Army Bats Knight Baby Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Skeleton Army Zap P.E.K.K.A
Zap Knight Baby Dragon The Log
Skeleton Army P.E.K.K.A Bats Zap Knight The Log
Skeleton Army P.E.K.K.A Bats Zap Knight The Log
P.E.K.K.A Knight Skeleton Army
Bats Zap Baby Dragon
Skeleton Army P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Bats Knight Skeleton Army Baby Dragon The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight
Skeleton Army P.E.K.K.A Zap The Log
Skeleton Army P.E.K.K.A Knight
Skeleton Army Baby Dragon
Skeleton Army Bats Zap Knight Baby Dragon P.E.K.K.A The Log
Bats Zap Baby Dragon P.E.K.K.A The Log
Zap
P.E.K.K.A
P.E.K.K.A Skeleton Army

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 Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Knight The Log
Zap Baby Dragon The Log
Bats Zap Baby Dragon
Baby Dragon The Log
The Log Zap Baby Dragon
The Log Zap
Bats
Zap Knight The Log
Zap Baby Dragon
Knight Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Bats
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
The Log
Zap Baby Dragon The Log
Zap The Log Baby Dragon
The Log Zap Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Bats Zap Baby Dragon
Zap Bats
Zap The Log
Zap
P.E.K.K.A
The Log
Zap Bats Skeleton Army
Zap Baby Dragon
The Log
Knight Baby Dragon
The Log Zap Baby Dragon
Zap
P.E.K.K.A
Zap Bats Baby Dragon The Log
Bats Zap
Zap Baby Dragon The Log
P.E.K.K.A

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