My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 Archers 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 Archers Skeleton Barrel Witch Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel

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.

Skeleton Barrel Mini P.E.K.K.A Mega Knight

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.

Skeleton Barrel Mini P.E.K.K.A Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

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 Skeleton Barrel Mini P.E.K.K.A Guards Mega Knight

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 Archers Arrows Skeleton Barrel Guards Mini P.E.K.K.A Witch Mega Knight

Shortest cycle

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

11 Bats Archers Arrows Skeleton Barrel

Attack Synergies 2 14

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
Skeleton Barrel Mega Knight Mini P.E.K.K.A
Archers
Arrows Skeleton Barrel Mini P.E.K.K.A Mega Knight
Arrows
Archers Skeleton Barrel Mini P.E.K.K.A Mega Knight
Skeleton Barrel
Bats Archers Arrows Mini P.E.K.K.A Guards Witch Mega Knight
Mini P.E.K.K.A
Bats Archers Arrows Skeleton Barrel Mega Knight
Guards
Skeleton Barrel
Witch
Skeleton Barrel Mega Knight
Mega Knight
Bats Archers Arrows Skeleton Barrel Mini P.E.K.K.A Witch

Defense Synergies 1 12

Bats
Mini P.E.K.K.A Mega Knight
Archers
Mini P.E.K.K.A Guards Witch Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Skeleton Barrel
Mega Knight
Mini P.E.K.K.A
Bats Archers Arrows Guards Witch
Guards
Archers Mini P.E.K.K.A Witch
Witch
Archers Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Arrows Bats Archers Skeleton Barrel 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.

Skeleton Barrel
Mini P.E.K.K.A Bats Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bats Archers
Mini P.E.K.K.A Witch Bats Guards Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Bats Archers Guards Mega Knight
Bats Archers Arrows Witch
Arrows Skeleton Barrel Mega Knight
Mini P.E.K.K.A Witch
Guards Archers Mini P.E.K.K.A Mega Knight
Bats Archers Guards Witch Arrows Mega Knight
Arrows Bats Archers Witch
Mini P.E.K.K.A Mega Knight Bats Guards Witch
Mega Knight Bats Arrows Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Arrows Mini P.E.K.K.A Witch
Arrows Mega Knight Bats Archers Guards Witch
Arrows Witch Bats Archers Guards Mega Knight
Mini P.E.K.K.A
Mega Knight Bats Archers Arrows Mini P.E.K.K.A Guards Witch
Mini 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 Guards Mega Knight Archers Witch
Archers Arrows Skeleton Barrel Mini P.E.K.K.A Mega Knight
Guards Mega Knight Bats Mini P.E.K.K.A Witch
Mini P.E.K.K.A Guards Mega Knight Bats
Mini P.E.K.K.A Guards Witch Mega Knight
Arrows Bats Archers Skeleton Barrel Witch
Mini P.E.K.K.A Guards Bats Archers Witch
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mini P.E.K.K.A Witch
Witch Guards
Mega Knight Bats Mini P.E.K.K.A Guards Witch
Mega Knight Arrows Guards
Mini P.E.K.K.A Mega Knight Guards Witch
Archers Witch Mega Knight
Guards Witch Bats Archers Mini P.E.K.K.A
Bats Arrows Mega Knight Archers Mini P.E.K.K.A Witch
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.)

Skeleton Barrel Arrows Guards
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Guards
Arrows Mega Knight
Arrows Bats Skeleton Barrel Witch
Archers Arrows Witch
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bats Mini P.E.K.K.A Guards
Arrows Skeleton Barrel
Archers Arrows
Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Witch
Arrows Skeleton Barrel Mega Knight
Arrows
Bats Mini P.E.K.K.A
Archers Arrows Skeleton Barrel Mini P.E.K.K.A Mega Knight
Arrows Skeleton Barrel Witch Mega Knight
Mega Knight
Arrows
Arrows Skeleton Barrel
Arrows Witch Mega Knight
Witch
Arrows Skeleton Barrel Witch
Arrows Skeleton Barrel Witch Mega Knight
Arrows Skeleton Barrel
Bats Archers Arrows Witch
Bats Skeleton Barrel Guards Witch
Mini P.E.K.K.A
Arrows Mega Knight
Arrows
Mega Knight
Arrows
Skeleton Barrel Bats Archers Guards Witch
Archers Arrows Witch
Arrows
Mini P.E.K.K.A Mega Knight
Arrows Skeleton Barrel
Arrows
Mega Knight
Bats Guards Witch
Bats Witch
Skeleton Barrel Witch Mega Knight
Mega Knight

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