My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 Night Witch Archer Queen

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.

Bomber Bats Knight Royal Giant Cannon Cart Night Witch Archer Queen

Offensive cards

Win conditions

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

Royal 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.

Royal Giant Mini P.E.K.K.A Cannon Cart

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 Royal Giant Mini P.E.K.K.A Cannon Cart Archer Queen

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
Bomber Bats Royal Giant Cannon Cart Night Witch
Giant Snowball
Bomber Bats Night Witch
Zap
Bomber Bats Royal Giant Cannon Cart Night Witch
Barbarian Barrel
Bomber Knight Cannon Cart Night Witch
The Log
Bomber Royal Giant Mini P.E.K.K.A Cannon Cart
Earthquake
Bomber
Arrows
Bomber Bats Night Witch
Royal Delivery
Bomber Bats Knight Mini P.E.K.K.A Cannon Cart Night Witch
Fireball
Bomber Cannon Cart Night Witch
Poison
Bomber Bats Night Witch
Lightning
Knight Mini P.E.K.K.A Cannon Cart Night Witch Archer Queen
Rocket
Cannon Cart Night Witch Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber

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 Night Witch

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

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.

Bomber Bats Knight Mini P.E.K.K.A Night Witch Cannon Cart Archer Queen Royal Giant

Shortest cycle

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

11 Bomber Bats Knight Mini P.E.K.K.A

Attack Synergies 3 12

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.

Bomber
Royal Giant Bats Knight Mini P.E.K.K.A Cannon Cart
Bats
Knight Royal Giant Bomber Mini P.E.K.K.A Cannon Cart
Knight
Bats Bomber Cannon Cart Night Witch Archer Queen
Royal Giant
Bomber Bats Cannon Cart Night Witch
Mini P.E.K.K.A
Bomber Bats
Cannon Cart
Bomber Bats Knight Royal Giant Archer Queen
Night Witch
Knight Royal Giant
Archer Queen
Knight Cannon Cart

Defense Synergies 3 9

Bomber
Knight Bats Mini P.E.K.K.A
Bats
Knight Bomber Mini P.E.K.K.A Cannon Cart
Knight
Bomber Bats Archer Queen Mini P.E.K.K.A Cannon Cart Night Witch
Royal Giant
Mini P.E.K.K.A
Bomber Bats Knight Cannon Cart
Cannon Cart
Bats Knight Mini P.E.K.K.A Night Witch
Night Witch
Knight Cannon Cart
Archer Queen
Knight

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.

Cannon Cart Bomber Knight
Mini P.E.K.K.A Bomber Bats Knight Cannon Cart Night Witch
Mini P.E.K.K.A Bomber Bats Knight Cannon Cart Night Witch
Mini P.E.K.K.A Night Witch Bomber Bats Knight Cannon Cart
Bomber Mini P.E.K.K.A
Bomber Bats Cannon Cart Night Witch
Bats Night Witch
Cannon Cart
Mini P.E.K.K.A Night Witch Archer Queen
Knight Bomber Mini P.E.K.K.A Cannon Cart Night Witch
Bats Bomber Knight Cannon Cart Night Witch
Bats Night Witch
Mini P.E.K.K.A Night Witch Bomber Bats Knight Cannon Cart
Bomber Bats Mini P.E.K.K.A Cannon Cart Night Witch
Mini P.E.K.K.A Knight Cannon Cart
Mini P.E.K.K.A
Bomber Bats Knight Mini P.E.K.K.A Cannon Cart Night Witch
Bomber Bats Knight Cannon Cart Night Witch
Bomber Bats Knight Cannon Cart
Mini P.E.K.K.A Cannon Cart
Bomber Bats Knight Mini P.E.K.K.A Cannon Cart Night Witch

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Cannon Cart
Bomber Knight Mini P.E.K.K.A Cannon Cart
Bats Knight Mini P.E.K.K.A Cannon Cart
Mini P.E.K.K.A Bats Knight Cannon Cart Night Witch
Knight Mini P.E.K.K.A Cannon Cart Night Witch
Bats
Mini P.E.K.K.A Bats Knight Cannon Cart Night Witch
Mini P.E.K.K.A Knight Cannon Cart
Bats Knight Mini P.E.K.K.A Cannon Cart
Bats Knight Mini P.E.K.K.A Cannon Cart
Archer Queen
Mini P.E.K.K.A Cannon Cart Knight Night Witch
Bomber Cannon Cart
Bomber Bats Knight Mini P.E.K.K.A Cannon Cart Night Witch Archer Queen
Bats Bomber Mini P.E.K.K.A Cannon Cart Archer Queen

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.)

Knight
Cannon Cart
Cannon Cart Knight
Bomber
Bats
Bomber
Bats Mini P.E.K.K.A Night Witch
Knight Cannon Cart
Archer Queen
Knight Cannon Cart
Cannon Cart
Cannon Cart
Bomber Cannon Cart
Cannon Cart
Bomber Bats Mini P.E.K.K.A Night Witch
Bomber Mini P.E.K.K.A
Bomber
Night Witch
Cannon Cart
Bomber
Bats Night Witch
Bats
Mini P.E.K.K.A Night Witch
Bomber Night Witch
Bats Cannon Cart Night Witch
Archer Queen
Knight Mini P.E.K.K.A Cannon Cart
Bomber
Archer Queen
Cannon Cart Archer Queen
Bats Archer Queen
Bats Archer Queen
Cannon Cart Archer Queen

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