My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 Witch Executioner

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 Witch Executioner Giant Skeleton P.E.K.K.A

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 Arrows

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

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.

Mini P.E.K.K.A Giant Skeleton 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.

Mini P.E.K.K.A Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Executioner

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 Arrows Mini P.E.K.K.A Executioner Giant Skeleton P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Mini P.E.K.K.A Witch Executioner Giant Skeleton P.E.K.K.A

Shortest cycle

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

11 Bats Zap Arrows Mini P.E.K.K.A

Attack Synergies 4 13

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
Giant Skeleton Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Arrows P.E.K.K.A Bats Mini P.E.K.K.A Witch Executioner Giant Skeleton
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Bats Zap Arrows Giant Skeleton
Witch
Zap Giant Skeleton P.E.K.K.A
Executioner
Zap P.E.K.K.A
Giant Skeleton
Bats Zap Arrows Mini P.E.K.K.A Witch
P.E.K.K.A
Zap Arrows Bats Witch Executioner

Defense Synergies 1 16

Bats
Zap Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Zap
Mini P.E.K.K.A Bats Arrows Witch Executioner Giant Skeleton P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Mini P.E.K.K.A
Zap Bats Arrows Witch Executioner
Witch
Zap Mini P.E.K.K.A Giant Skeleton
Executioner
Zap Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Bats Zap Arrows Witch Executioner
P.E.K.K.A
Bats Zap Arrows

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 Executioner
Mini P.E.K.K.A P.E.K.K.A Bats Zap Witch Executioner
Mini P.E.K.K.A Witch P.E.K.K.A Bats Executioner Giant Skeleton
Mini P.E.K.K.A Witch P.E.K.K.A Bats
Arrows Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Arrows Bats Zap Executioner
Bats Zap Arrows Witch Executioner
Zap Arrows Giant Skeleton P.E.K.K.A
Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton
Bats Witch Executioner Zap Arrows Giant Skeleton
Arrows Executioner Bats Zap Witch
Mini P.E.K.K.A P.E.K.K.A Bats Zap Witch Giant Skeleton
Executioner Bats Zap Arrows Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Mini P.E.K.K.A Witch Executioner P.E.K.K.A
Arrows Bats Zap Witch Executioner
Zap Arrows Witch Executioner Bats Giant Skeleton
Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Mini P.E.K.K.A Witch Executioner Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Witch Giant Skeleton P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Executioner
Giant Skeleton P.E.K.K.A Bats Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Bats Zap
Giant Skeleton P.E.K.K.A Mini P.E.K.K.A Witch Executioner
Arrows Executioner Bats Zap Witch
Mini P.E.K.K.A P.E.K.K.A Bats Witch Giant Skeleton
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Bats Mini P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A Witch Giant Skeleton
P.E.K.K.A Zap Arrows Giant Skeleton
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Witch Executioner
Witch Executioner
Witch Bats Zap Mini P.E.K.K.A Executioner Giant Skeleton P.E.K.K.A
Bats Arrows Executioner Zap Mini P.E.K.K.A Witch Giant Skeleton P.E.K.K.A
Zap Arrows

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.)

Arrows Giant Skeleton
Arrows Zap Executioner
Arrows Giant Skeleton
Arrows Giant Skeleton
Executioner Zap Arrows
Arrows Executioner Bats Zap Witch
Arrows Witch Executioner
Arrows Zap Executioner
Arrows Zap
Bats Mini P.E.K.K.A
Zap Arrows
Zap Arrows Executioner
Executioner
Arrows
Zap Arrows
Zap Arrows Witch Executioner
Arrows Executioner
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Executioner
Zap Arrows Witch
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows Witch Executioner
Witch
Arrows Zap Witch Executioner
Zap Arrows Witch
Zap Arrows
Bats Zap Arrows Witch Executioner
Zap Bats Witch
Mini P.E.K.K.A
Zap Arrows
Zap Arrows
P.E.K.K.A Giant Skeleton
Arrows
Zap Bats Witch
Zap Arrows Witch Executioner
Arrows
Mini P.E.K.K.A Executioner
Arrows Zap Executioner
Zap Arrows Giant Skeleton
Executioner P.E.K.K.A
Zap Bats Witch Giant Skeleton
Bats Zap Witch Executioner
Zap Witch Executioner Giant Skeleton
P.E.K.K.A

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