My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Hunter 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 Hunter Prince P.E.K.K.A Magic Archer

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.

Lightning

Punishments

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

Prince

Pump responses

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

Lightning

Dropped at the bridge

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Magic Archer

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 Knight Skeleton Army Prince 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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Skeleton Army Hunter Magic Archer Prince Lightning P.E.K.K.A

Shortest cycle

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

12 Bats Knight Skeleton Army Hunter

Attack Synergies 2 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.

Bats
Knight Prince P.E.K.K.A
Knight
Bats Hunter Prince Magic Archer
Skeleton Army
Hunter
Knight Prince P.E.K.K.A
Prince
Bats Knight Hunter Lightning Magic Archer
Lightning
Prince
P.E.K.K.A
Magic Archer Bats Hunter
Magic Archer
P.E.K.K.A Knight Prince

Defense Synergies 3 9

Bats
Knight Hunter Prince P.E.K.K.A
Knight
Bats Hunter Magic Archer Skeleton Army
Skeleton Army
Knight Prince Magic Archer
Hunter
Knight Bats Prince P.E.K.K.A
Prince
Bats Skeleton Army Hunter Magic Archer
Lightning
P.E.K.K.A
Bats Hunter
Magic Archer
Knight Skeleton Army 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.

Lightning Knight Magic Archer
Skeleton Army Hunter P.E.K.K.A Bats Knight Prince
Skeleton Army Hunter Prince P.E.K.K.A Bats Knight Lightning
Skeleton Army Hunter Prince P.E.K.K.A Bats Knight
Lightning Skeleton Army Prince P.E.K.K.A
Skeleton Army Bats Hunter Magic Archer
Bats Hunter Lightning Magic Archer
Lightning P.E.K.K.A Magic Archer
Hunter P.E.K.K.A Skeleton Army Prince
Knight Skeleton Army Hunter Prince
Bats Skeleton Army Knight Hunter Magic Archer
Hunter Bats Magic Archer
Skeleton Army Hunter Prince P.E.K.K.A Bats Knight Lightning
Skeleton Army Bats Hunter Prince P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A Knight Hunter Prince
Skeleton Army Hunter Prince Lightning P.E.K.K.A
Bats Knight Skeleton Army Hunter Prince P.E.K.K.A
Bats Knight Skeleton Army Hunter Prince Magic Archer
Hunter Bats Knight Magic Archer
P.E.K.K.A Hunter Prince
Skeleton Army Bats Knight Hunter Prince P.E.K.K.A
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Knight Skeleton Army Prince P.E.K.K.A
Knight Hunter Prince Lightning Magic Archer
Skeleton Army P.E.K.K.A Bats Knight Hunter Prince Lightning
Skeleton Army Hunter Prince Lightning P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army Hunter Prince
Bats Hunter Magic Archer
Skeleton Army Prince P.E.K.K.A Bats Knight Hunter Lightning
P.E.K.K.A Knight Skeleton Army Hunter Prince
Lightning P.E.K.K.A Bats Knight Skeleton Army Prince Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight Hunter Prince
Skeleton Army Lightning P.E.K.K.A Prince
Skeleton Army Prince Lightning P.E.K.K.A Knight Hunter
Skeleton Army Magic Archer
Skeleton Army Bats Knight Hunter Prince Lightning P.E.K.K.A Magic Archer
Bats Hunter P.E.K.K.A 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.)

Lightning Magic Archer Knight
Magic Archer
Lightning Magic Archer
Lightning Knight Prince
Magic Archer
Bats Hunter Magic Archer
Magic Archer
Hunter Lightning Magic Archer
Lightning
Lightning Bats Prince
Lightning Knight Prince Magic Archer
Lightning Magic Archer
Lightning Knight Hunter Magic Archer
Lightning Magic Archer
Lightning Prince Magic Archer
Lightning Hunter Magic Archer
Lightning Magic Archer
Lightning
Bats Lightning
Lightning Hunter Prince Magic Archer
Lightning Magic Archer
Lightning Prince Magic Archer
Lightning
Prince Lightning
Lightning
Hunter Magic Archer
Hunter Lightning Magic Archer
Lightning Prince Magic Archer
Lightning Magic Archer
Lightning Bats Hunter Magic Archer
Lightning Bats
Lightning
Lightning Hunter Magic Archer
Lightning Magic Archer
P.E.K.K.A Prince
Lightning Magic Archer
Lightning Bats Skeleton Army Prince Magic Archer
Lightning Hunter Magic Archer
Lightning Knight Hunter Prince Magic Archer
Lightning Magic Archer
Lightning
Prince P.E.K.K.A
Bats Lightning Magic Archer
Bats Lightning Magic Archer
Lightning Prince Magic Archer
Prince P.E.K.K.A
Lightning

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