My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Witch

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 Witch Prince

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball

Punishments

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

Mini P.E.K.K.A Prince

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.

Mini P.E.K.K.A Prince

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.

Mini P.E.K.K.A

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 Guards Prince
Giant Snowball
Bats Cannon Guards Witch
Zap
Bats Cannon Guards Witch Prince
Barbarian Barrel
Cannon Guards Witch
The Log
Cannon Mini P.E.K.K.A Guards Witch Prince
Earthquake
Cannon Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Mini P.E.K.K.A Guards Witch Prince
Fireball
Cannon Witch
Poison
Bats Cannon Guards Witch
Lightning
Cannon Mini P.E.K.K.A Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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 Mini P.E.K.K.A Guards Prince

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 Witch

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.

Bats Zap Cannon Guards Fireball Mini P.E.K.K.A Witch Prince

Shortest cycle

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

10 Bats Zap Cannon Guards

Attack Synergies 2 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
Zap Mini P.E.K.K.A Prince
Zap
Fireball Prince Bats Mini P.E.K.K.A Guards Witch
Cannon
Fireball
Zap
Mini P.E.K.K.A
Bats Zap
Guards
Zap
Witch
Zap Prince
Prince
Zap Bats Witch

Defense Synergies 3 18

Bats
Zap Cannon Mini P.E.K.K.A Prince
Zap
Cannon Fireball Mini P.E.K.K.A Bats Guards Witch Prince
Cannon
Zap Bats Fireball Mini P.E.K.K.A Guards Witch Prince
Fireball
Zap Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Bats Cannon Fireball Guards Witch
Guards
Zap Cannon Mini P.E.K.K.A Witch Prince
Witch
Zap Cannon Mini P.E.K.K.A Guards Prince
Prince
Bats Zap Cannon Guards Witch

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
Mini P.E.K.K.A Bats Zap Cannon Witch Prince
Cannon Mini P.E.K.K.A Witch Prince Bats
Cannon Mini P.E.K.K.A Witch Prince Bats Guards
Fireball Mini P.E.K.K.A Prince
Fireball Bats Zap Cannon Guards
Bats Zap Cannon Fireball Witch
Zap Cannon Fireball
Cannon Mini P.E.K.K.A Witch Prince
Guards Cannon Mini P.E.K.K.A Prince
Bats Guards Witch Zap Cannon Fireball
Bats Zap Fireball Witch
Cannon Mini P.E.K.K.A Prince Bats Zap Fireball Guards Witch
Fireball Bats Zap Cannon Mini P.E.K.K.A Guards Witch Prince
Mini P.E.K.K.A Cannon Prince
Zap Cannon Fireball Mini P.E.K.K.A Prince
Bats Cannon Fireball Mini P.E.K.K.A Witch Prince
Cannon Fireball Bats Zap Guards Witch Prince
Zap Witch Bats Cannon Fireball Guards
Mini P.E.K.K.A Cannon Prince
Bats Cannon Fireball Mini P.E.K.K.A Guards Witch Prince
Cannon Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Fireball Witch Prince
Fireball Zap Mini P.E.K.K.A Prince
Guards Bats Zap Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Guards Prince Bats Zap Fireball
Cannon Mini P.E.K.K.A Guards Witch Prince
Fireball Bats Zap Witch
Mini P.E.K.K.A Guards Prince Bats Fireball Witch
Mini P.E.K.K.A Prince
Zap Bats Fireball Mini P.E.K.K.A Witch Prince
Witch Cannon Guards
Bats Mini P.E.K.K.A Guards Witch Prince
Zap Fireball Guards Prince
Mini P.E.K.K.A Prince Cannon Fireball Guards Witch
Cannon Fireball Witch
Guards Witch Bats Zap Fireball Mini P.E.K.K.A Prince
Bats Zap Cannon Fireball Mini P.E.K.K.A Witch
Zap Cannon Fireball

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 Guards
Fireball Zap
Fireball
Fireball Guards Prince
Fireball Zap
Fireball Bats Zap Witch
Witch
Fireball Zap
Fireball Zap
Bats Fireball Mini P.E.K.K.A Guards Prince
Zap Fireball Prince
Fireball Zap
Fireball
Fireball
Zap Fireball Prince
Zap Fireball Witch
Fireball
Fireball
Bats Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Prince
Zap Fireball Witch
Fireball Prince
Fireball
Prince
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch Prince
Fireball Zap
Bats Zap Fireball Witch
Zap Bats Fireball Guards Witch
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Fireball
Prince
Fireball
Zap Bats Fireball Guards Witch Prince
Fireball Zap Witch
Fireball
Fireball Mini P.E.K.K.A Prince
Zap Fireball
Zap Fireball
Prince
Zap Bats Fireball Guards Witch
Bats Zap Fireball Witch
Zap Fireball Witch Prince
Prince
Fireball

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