My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Firecracker 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 Firecracker Witch Prince Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

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 Hog Rider 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.

Mini P.E.K.K.A Hog Rider Prince Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Prince Giant Skeleton

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Mini P.E.K.K.A Hog Rider Witch Prince Giant Skeleton

Shortest cycle

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

12 Bats Arrows Firecracker Mini P.E.K.K.A

Attack Synergies 4 16

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
Hog Rider Giant Skeleton Firecracker Mini P.E.K.K.A Prince
Arrows
Hog Rider Mini P.E.K.K.A Prince Giant Skeleton
Firecracker
Hog Rider Bats Mini P.E.K.K.A Prince Giant Skeleton
Mini P.E.K.K.A
Bats Arrows Firecracker Hog Rider Giant Skeleton
Hog Rider
Bats Arrows Firecracker Mini P.E.K.K.A Witch Prince Giant Skeleton
Witch
Hog Rider Prince Giant Skeleton
Prince
Bats Arrows Firecracker Hog Rider Witch
Giant Skeleton
Bats Arrows Firecracker Mini P.E.K.K.A Hog Rider Witch

Defense Synergies 0 13

Bats
Firecracker Mini P.E.K.K.A Prince Giant Skeleton
Arrows
Mini P.E.K.K.A Prince Giant Skeleton
Firecracker
Bats Mini P.E.K.K.A Prince Giant Skeleton
Mini P.E.K.K.A
Bats Arrows Firecracker Witch
Hog Rider
Witch
Mini P.E.K.K.A Prince Giant Skeleton
Prince
Bats Arrows Firecracker Witch
Giant Skeleton
Bats Arrows Firecracker Witch

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.

Firecracker
Mini P.E.K.K.A Bats Firecracker Witch Prince
Mini P.E.K.K.A Witch Prince Bats Giant Skeleton
Mini P.E.K.K.A Witch Prince Bats Firecracker
Arrows Firecracker Mini P.E.K.K.A Prince Giant Skeleton
Arrows Bats Firecracker
Bats Arrows Firecracker Witch
Arrows Giant Skeleton
Mini P.E.K.K.A Witch Prince
Firecracker Mini P.E.K.K.A Prince Giant Skeleton
Bats Witch Arrows Firecracker Giant Skeleton
Arrows Bats Firecracker Witch
Mini P.E.K.K.A Prince Bats Witch Giant Skeleton
Bats Arrows Firecracker Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince
Bats Arrows Firecracker Mini P.E.K.K.A Witch Prince
Arrows Bats Firecracker Witch Prince
Arrows Witch Bats Firecracker Giant Skeleton
Mini P.E.K.K.A Prince
Bats Arrows Firecracker Mini P.E.K.K.A Witch Prince Giant Skeleton

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Prince Giant Skeleton
Arrows Firecracker Mini P.E.K.K.A Prince
Giant Skeleton Bats Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince Giant Skeleton Bats
Giant Skeleton Mini P.E.K.K.A Witch Prince
Arrows Firecracker Bats Witch
Mini P.E.K.K.A Prince Bats Witch Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Prince
Giant Skeleton Bats Firecracker Mini P.E.K.K.A Witch Prince
Witch
Bats Mini P.E.K.K.A Witch Prince Giant Skeleton
Arrows Prince Giant Skeleton
Mini P.E.K.K.A Prince Giant Skeleton Witch
Firecracker Witch
Witch Bats Firecracker Mini P.E.K.K.A Prince Giant Skeleton
Bats Arrows Firecracker Mini P.E.K.K.A Witch Giant Skeleton
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 Firecracker Giant Skeleton
Arrows Firecracker
Arrows Giant Skeleton
Arrows Firecracker Prince Giant Skeleton
Arrows Firecracker
Arrows Firecracker Bats Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Bats Mini P.E.K.K.A Prince
Firecracker Arrows Prince
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker Witch
Arrows Firecracker
Arrows
Bats Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Prince
Arrows Firecracker Witch
Prince Giant Skeleton
Arrows
Prince
Arrows
Arrows Firecracker Witch
Witch
Arrows Firecracker Witch
Arrows Witch Prince
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Witch
Mini P.E.K.K.A
Arrows
Arrows Firecracker
Prince Giant Skeleton
Arrows Firecracker
Bats Witch Prince
Arrows Firecracker Witch
Arrows
Firecracker Mini P.E.K.K.A Prince
Arrows Firecracker
Arrows Giant Skeleton
Firecracker Prince
Bats Firecracker Witch Giant Skeleton
Firecracker Bats Witch
Firecracker Witch Prince Giant Skeleton
Prince
Firecracker

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