My Best Clash Royale Deck

Deck Check Rating

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

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 Minion Horde 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.

Bats Giant Witch

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.

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 Giant

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.

Minion Horde Mini P.E.K.K.A Giant

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Arrows Mini P.E.K.K.A Skeleton Army

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

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.

Minion Horde 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Skeleton Army Mini P.E.K.K.A Minion Horde Giant Witch

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 5 8

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 Zap Mini P.E.K.K.A
Zap
Arrows Giant Bats Minion Horde Mini P.E.K.K.A Witch
Arrows
Zap Giant Mini P.E.K.K.A
Minion Horde
Zap Giant
Mini P.E.K.K.A
Giant Bats Zap Arrows
Giant
Bats Zap Arrows Mini P.E.K.K.A Minion Horde Witch
Skeleton Army
Witch
Zap Giant

Defense Synergies 1 9

Bats
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Bats Arrows Minion Horde Skeleton Army Witch
Arrows
Zap Mini P.E.K.K.A
Minion Horde
Zap
Mini P.E.K.K.A
Zap Bats Arrows Skeleton Army Witch
Giant
Skeleton Army
Zap Mini P.E.K.K.A
Witch
Zap Mini P.E.K.K.A

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 Minion Horde
Minion Horde Mini P.E.K.K.A Skeleton Army Bats Zap Witch
Minion Horde Mini P.E.K.K.A Skeleton Army Witch Bats
Minion Horde Mini P.E.K.K.A Skeleton Army Witch Bats
Arrows Mini P.E.K.K.A Skeleton Army
Arrows Skeleton Army Bats Zap
Bats Minion Horde Zap Arrows Witch
Zap Arrows
Minion Horde Mini P.E.K.K.A Witch Skeleton Army
Skeleton Army Minion Horde Mini P.E.K.K.A
Bats Minion Horde Skeleton Army Witch Zap Arrows
Arrows Minion Horde Bats Zap Witch
Minion Horde Mini P.E.K.K.A Skeleton Army Bats Zap Witch
Skeleton Army Bats Zap Arrows Minion Horde Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Minion Horde
Minion Horde Skeleton Army Zap Mini P.E.K.K.A
Minion Horde Bats Arrows Mini P.E.K.K.A Skeleton Army Witch
Arrows Bats Zap Minion Horde Skeleton Army Witch
Zap Arrows Witch Bats
Mini P.E.K.K.A
Skeleton Army Bats Arrows Minion Horde Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap Witch
Zap Arrows Mini P.E.K.K.A
Skeleton Army Bats Zap Minion Horde Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Bats Zap Minion Horde
Minion Horde Mini P.E.K.K.A Skeleton Army Witch
Arrows Bats Zap Minion Horde Witch
Mini P.E.K.K.A Skeleton Army Bats Minion Horde Witch
Mini P.E.K.K.A Minion Horde Skeleton Army
Zap Minion Horde Bats Mini P.E.K.K.A Skeleton Army Witch
Witch Minion Horde Skeleton Army
Bats Minion Horde Mini P.E.K.K.A Witch
Skeleton Army Zap Arrows
Mini P.E.K.K.A Skeleton Army Minion Horde Witch
Minion Horde Skeleton Army Witch
Skeleton Army Witch Bats Zap Minion Horde Mini P.E.K.K.A
Bats Arrows Zap Minion Horde Mini P.E.K.K.A Witch
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 Minion Horde
Arrows Zap
Arrows Minion Horde
Arrows
Zap Arrows Minion Horde
Arrows Bats Zap Minion Horde Witch
Arrows Minion Horde Witch
Arrows Zap
Arrows Zap
Bats Minion Horde Mini P.E.K.K.A
Zap Arrows Minion Horde
Zap Arrows
Arrows Minion Horde
Zap Arrows
Zap Arrows Minion Horde Witch
Arrows Minion Horde
Arrows
Bats Minion Horde Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A
Zap Arrows Witch
Minion Horde
Arrows
Zap Arrows Minion Horde
Zap Arrows Witch
Minion Horde Witch
Arrows Zap Witch
Zap Arrows Witch
Zap Arrows
Bats Zap Arrows Minion Horde Witch
Zap Bats Minion Horde Witch
Minion Horde Mini P.E.K.K.A
Zap Arrows Minion Horde
Zap Arrows Minion Horde
Minion Horde
Arrows
Zap Minion Horde Bats Skeleton Army Witch
Zap Arrows Witch
Arrows
Minion Horde Mini P.E.K.K.A
Arrows Zap
Zap Arrows
Minion Horde
Zap Bats Minion Horde Witch
Bats Zap Witch
Zap Witch

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