My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding 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 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 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!
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 Wizard Magic Archer

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 Giant Wizard Prince Magic Archer

Offensive cards

Win conditions

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

Giant

Damage spells

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

Missing

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 Giant Prince

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 Barbarians Mini P.E.K.K.A Giant Prince Magic Archer

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 Magic Archer

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 Giant Prince
Giant Snowball
Bats Barbarians
Zap
Bats Prince
Barbarian Barrel
Knight Barbarians Wizard Magic Archer
The Log
Barbarians Mini P.E.K.K.A Prince
Earthquake
Barbarians
Arrows
Bats
Royal Delivery
Bats Knight Barbarians Mini P.E.K.K.A Wizard Prince Magic Archer
Fireball
Barbarians Wizard Magic Archer
Poison
Bats Barbarians Wizard Magic Archer
Lightning
Knight Mini P.E.K.K.A Wizard Prince Magic Archer
Rocket
Barbarians Wizard Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer

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 Knight Mini P.E.K.K.A Prince

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.

Barbarians 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.

Bats Knight Mini P.E.K.K.A Magic Archer Barbarians Giant Wizard Prince

Shortest cycle

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

13 Bats Knight Mini P.E.K.K.A Magic Archer

Attack Synergies 4 11

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 Giant Mini P.E.K.K.A Prince
Knight
Bats Wizard Prince Magic Archer
Barbarians
Mini P.E.K.K.A
Giant Bats Wizard Magic Archer
Giant
Bats Mini P.E.K.K.A Prince Wizard Magic Archer
Wizard
Knight Mini P.E.K.K.A Giant Prince
Prince
Giant Bats Knight Wizard Magic Archer
Magic Archer
Knight Mini P.E.K.K.A Giant Prince

Defense Synergies 2 8

Bats
Knight Mini P.E.K.K.A Prince
Knight
Bats Magic Archer Mini P.E.K.K.A Wizard
Barbarians
Mini P.E.K.K.A
Bats Knight Wizard Magic Archer
Giant
Wizard
Knight Mini P.E.K.K.A Prince
Prince
Bats Wizard Magic Archer
Magic Archer
Knight Mini P.E.K.K.A Prince

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.

Knight Wizard Magic Archer
Barbarians Mini P.E.K.K.A Bats Knight Prince
Barbarians Mini P.E.K.K.A Prince Bats Knight
Barbarians Mini P.E.K.K.A Prince Bats Knight
Barbarians Mini P.E.K.K.A Prince
Bats Magic Archer
Bats Wizard Magic Archer
Barbarians Magic Archer
Barbarians Mini P.E.K.K.A Prince
Knight Barbarians Mini P.E.K.K.A Prince
Bats Barbarians Knight Wizard Magic Archer
Bats Wizard Magic Archer
Barbarians Mini P.E.K.K.A Prince Bats Knight Wizard
Wizard Bats Barbarians Mini P.E.K.K.A Prince Magic Archer
Barbarians Mini P.E.K.K.A Knight Prince
Barbarians Mini P.E.K.K.A Prince
Barbarians Wizard Bats Knight Mini P.E.K.K.A Prince
Bats Knight Barbarians Wizard Prince Magic Archer
Wizard Bats Knight Barbarians Magic Archer
Barbarians Mini P.E.K.K.A Prince
Wizard Bats Knight Barbarians Mini P.E.K.K.A Prince

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Prince
Knight Mini P.E.K.K.A Wizard Prince Magic Archer
Barbarians Bats Knight Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Bats Knight Barbarians
Barbarians Knight Mini P.E.K.K.A Prince
Wizard Bats Magic Archer
Mini P.E.K.K.A Prince Bats Knight Barbarians
Mini P.E.K.K.A Knight Barbarians Prince
Bats Knight Barbarians Mini P.E.K.K.A Prince Magic Archer
Barbarians
Bats Knight Barbarians Mini P.E.K.K.A Prince
Barbarians Prince
Barbarians Mini P.E.K.K.A Prince Knight Wizard
Wizard Barbarians Magic Archer
Barbarians Bats Knight Mini P.E.K.K.A Prince Magic Archer
Bats Barbarians Mini P.E.K.K.A Wizard Magic Archer

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.)

Magic Archer Knight
Magic Archer
Magic Archer
Knight Barbarians Prince
Wizard Magic Archer
Wizard Bats Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Bats Mini P.E.K.K.A Prince
Knight Wizard Prince Magic Archer
Wizard Magic Archer
Knight Magic Archer
Magic Archer
Prince Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Prince Magic Archer
Wizard Magic Archer
Prince Magic Archer
Wizard
Prince
Barbarians
Wizard Magic Archer
Wizard Magic Archer
Wizard Prince Magic Archer
Magic Archer
Bats Wizard Magic Archer
Bats Wizard
Mini P.E.K.K.A
Wizard Magic Archer
Magic Archer
Prince
Wizard Magic Archer
Bats Barbarians Prince Magic Archer
Wizard Magic Archer
Knight Mini P.E.K.K.A Wizard Prince Magic Archer
Wizard Magic Archer
Prince
Bats Magic Archer
Bats Magic Archer
Prince Magic Archer
Prince
Wizard

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