My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Archers Witch

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.

Skeletons Bats Archers Royal Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Poison

Punishments

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

Royal Giant Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Poison Witch

Against ground swarms

Spells and units that can counter ground swarms.

Poison

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 Poison 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.

Royal Giant

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.

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.

Skeletons Bats Archers Hog Rider Poison Witch Royal Giant P.E.K.K.A

Shortest cycle

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

10 Skeletons Bats Archers Hog Rider

Attack Synergies 4 9

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.

Skeletons
Bats
Royal Giant Hog Rider P.E.K.K.A
Archers
Royal Giant Hog Rider P.E.K.K.A
Royal Giant
Bats Poison Archers Hog Rider Witch
Hog Rider
Bats Archers Royal Giant Poison Witch
Poison
Royal Giant P.E.K.K.A Hog Rider
Witch
Royal Giant Hog Rider P.E.K.K.A
P.E.K.K.A
Poison Bats Archers Witch

Defense Synergies 0 8

Skeletons
Bats Archers Poison Witch P.E.K.K.A
Bats
Skeletons P.E.K.K.A
Archers
Skeletons Witch P.E.K.K.A
Royal Giant
Hog Rider
Poison
Skeletons
Witch
Skeletons Archers
P.E.K.K.A
Skeletons Bats 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.

P.E.K.K.A Skeletons Bats Witch
Witch P.E.K.K.A Skeletons Bats Archers
Witch P.E.K.K.A Skeletons Bats
Poison P.E.K.K.A
Skeletons Bats Archers
Bats Archers Poison Witch
Poison P.E.K.K.A
Witch P.E.K.K.A Skeletons
Skeletons Archers
Bats Archers Poison Witch Skeletons
Bats Archers Poison Witch
P.E.K.K.A Skeletons Bats Witch
Bats Poison Witch P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Skeletons Bats Poison Witch P.E.K.K.A
Bats Archers Witch
Poison Witch Bats Archers
P.E.K.K.A
Bats Archers Poison Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Archers Witch P.E.K.K.A
Poison Archers
P.E.K.K.A Skeletons Bats Witch
P.E.K.K.A Bats
P.E.K.K.A Skeletons Witch
Poison Skeletons Bats Archers Witch
P.E.K.K.A Skeletons Bats Archers Witch
P.E.K.K.A
P.E.K.K.A Skeletons Bats Poison Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Bats Witch
P.E.K.K.A Poison
P.E.K.K.A Skeletons Witch
Archers Witch
Witch Skeletons Bats Archers Poison P.E.K.K.A
Bats Poison Archers Witch 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.)

Poison
Poison
Poison
Poison
Poison
Poison Bats Witch
Archers Poison Witch
Poison
Poison
Bats Poison
Poison
Poison Archers
Poison
Poison
Poison
Poison Witch
Poison
Poison
Bats
Archers Poison
Poison Witch
Poison
Poison
Poison
Poison Witch
Witch
Poison Witch
Poison Witch
Poison
Poison Bats Archers Witch
Bats Poison Witch
Poison
Poison
P.E.K.K.A
Poison
Bats Archers Witch
Poison Archers Witch
Poison
Poison
Poison
P.E.K.K.A
Bats Poison Witch
Bats Poison Witch
Poison Witch
P.E.K.K.A
Poison

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