My Best Clash Royale Deck

Deck Check Rating

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

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 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 Witch Mega Knight

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 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.

Mini P.E.K.K.A Hog Rider 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.

Mini P.E.K.K.A Hog Rider

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

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 Arrows Mini P.E.K.K.A Guards Skeleton Army Mega Knight

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Guards Skeleton Army Mini P.E.K.K.A Hog Rider Witch Mega Knight

Shortest cycle

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

11 Bats Arrows Guards Skeleton Army

Attack Synergies 3 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
Hog Rider Mega Knight Mini P.E.K.K.A
Arrows
Hog Rider Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Bats Arrows Hog Rider Mega Knight
Hog Rider
Bats Arrows Mini P.E.K.K.A Guards Witch Mega Knight
Guards
Hog Rider
Skeleton Army
Witch
Hog Rider Mega Knight
Mega Knight
Bats Arrows Mini P.E.K.K.A Hog Rider Witch

Defense Synergies 1 9

Bats
Mini P.E.K.K.A Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Arrows Guards Skeleton Army Witch
Hog Rider
Guards
Mini P.E.K.K.A Skeleton Army Witch
Skeleton Army
Mini P.E.K.K.A Guards
Witch
Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Arrows Bats 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.

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

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

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

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