My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 Tesla Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

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 Tesla Elixir Golem Witch Prince P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Elixir Golem Prince P.E.K.K.A

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

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 Elixir Golem Prince
Giant Snowball
Bats Witch
Zap
Bats Firecracker Witch Prince
Barbarian Barrel
Firecracker Tesla Elixir Golem Witch
The Log
Firecracker Elixir Golem Witch Prince
Earthquake
Firecracker Tesla Elixir Golem Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Firecracker Elixir Golem Witch Prince P.E.K.K.A
Fireball
Firecracker Tesla Elixir Golem Witch
Poison
Bats Firecracker Elixir Golem Witch
Lightning
Tesla Witch Prince
Rocket
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 Elixir Golem Prince P.E.K.K.A

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 Elixir Golem Tesla Witch Prince P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Firecracker Elixir Golem

Attack Synergies 2 11

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
Firecracker Elixir Golem Prince P.E.K.K.A
Arrows
P.E.K.K.A Elixir Golem Prince
Firecracker
Elixir Golem Bats Prince P.E.K.K.A
Tesla
Elixir Golem
Firecracker Bats Arrows Witch
Witch
Elixir Golem Prince P.E.K.K.A
Prince
Bats Arrows Firecracker Witch
P.E.K.K.A
Arrows Bats Firecracker Witch

Defense Synergies 0 12

Bats
Firecracker Tesla Prince P.E.K.K.A
Arrows
Tesla Prince P.E.K.K.A
Firecracker
Bats Tesla Prince P.E.K.K.A
Tesla
Bats Arrows Firecracker Prince
Elixir Golem
Witch
Prince
Prince
Bats Arrows Firecracker Tesla Witch
P.E.K.K.A
Bats Arrows Firecracker

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 Tesla
P.E.K.K.A Bats Firecracker Tesla Witch Prince
Tesla Witch Prince P.E.K.K.A Bats
Tesla Witch Prince P.E.K.K.A Bats Firecracker
Arrows Firecracker Prince P.E.K.K.A
Arrows Bats Firecracker Tesla
Bats Tesla Arrows Firecracker Witch
Arrows Tesla P.E.K.K.A
Tesla Witch P.E.K.K.A Prince
Firecracker Tesla Prince
Bats Witch Arrows Firecracker Tesla
Arrows Tesla Bats Firecracker Witch
Tesla Prince P.E.K.K.A Bats Witch
Bats Arrows Firecracker Tesla Witch Prince P.E.K.K.A
P.E.K.K.A Tesla Prince
Tesla Prince P.E.K.K.A
Tesla Bats Arrows Firecracker Witch Prince P.E.K.K.A
Arrows Tesla Bats Firecracker Witch Prince
Arrows Witch Bats Firecracker Tesla
P.E.K.K.A Tesla Prince
Bats Arrows Firecracker Tesla Witch Prince P.E.K.K.A
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Tesla Witch Prince P.E.K.K.A
Arrows Firecracker Tesla Prince
P.E.K.K.A Bats Witch Prince
Prince P.E.K.K.A Bats Tesla
P.E.K.K.A Tesla Witch Prince
Arrows Firecracker Bats Tesla Witch
Prince P.E.K.K.A Bats Tesla Witch
P.E.K.K.A Tesla Prince
P.E.K.K.A Bats Firecracker Witch Prince
Witch P.E.K.K.A Tesla
P.E.K.K.A Bats Tesla Witch Prince
P.E.K.K.A Arrows Prince
Prince P.E.K.K.A Tesla Witch
Firecracker Tesla Witch
Tesla Witch Bats Firecracker Prince P.E.K.K.A
Bats Arrows Firecracker Tesla Witch P.E.K.K.A
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
Arrows Firecracker
Arrows
Arrows Firecracker Prince
Arrows Firecracker
Arrows Firecracker Bats Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Bats Prince
Firecracker Arrows Prince
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker Witch
Arrows Firecracker
Arrows
Bats
Arrows Firecracker Prince
Arrows Firecracker Witch
Prince
Arrows
Prince
Arrows
Arrows Firecracker Witch
Witch
Arrows Firecracker Witch
Arrows Witch Prince
Arrows Firecracker
Bats Arrows Firecracker Witch
Bats Firecracker Witch
Arrows
Arrows Firecracker
P.E.K.K.A Prince
Arrows Firecracker
Bats Witch Prince
Arrows Firecracker Witch
Arrows
Firecracker Prince
Arrows Firecracker
Arrows
Firecracker Prince P.E.K.K.A
Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Prince
Prince P.E.K.K.A
Firecracker

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