My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard Electro Dragon Night 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 Wizard Electro Dragon P.E.K.K.A Night Witch Skeleton King

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

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.

P.E.K.K.A Skeleton King

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.

Electro Dragon

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 Night Witch Skeleton King
Giant Snowball
Bats Electro Dragon Night Witch Skeleton King
Zap
Bats Night Witch Skeleton King
Barbarian Barrel
Wizard Night Witch Skeleton King
The Log
Skeleton King
Earthquake
Skeleton King
Arrows
Bats Night Witch Skeleton King
Royal Delivery
Bats Wizard Electro Dragon P.E.K.K.A Night Witch Skeleton King
Fireball
Wizard Electro Dragon Night Witch Skeleton King
Poison
Bats Wizard Electro Dragon Night Witch Skeleton King
Lightning
Wizard Electro Dragon Night Witch Skeleton King
Rocket
Wizard Electro Dragon Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Dragon Skeleton King

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 Rage P.E.K.K.A Night Witch

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.

Wizard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Night Witch Skeleton King Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

11 Bats Rage Arrows Night Witch

Attack Synergies 1 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
Rage P.E.K.K.A Skeleton King
Arrows
P.E.K.K.A Night Witch
Wizard
Rage P.E.K.K.A
Rage
Bats Wizard Electro Dragon Night Witch
Electro Dragon
Rage P.E.K.K.A
P.E.K.K.A
Arrows Bats Wizard Electro Dragon Night Witch
Night Witch
Arrows Rage P.E.K.K.A Skeleton King
Skeleton King
Bats Night Witch

Defense Synergies 0 5

Bats
P.E.K.K.A Skeleton King
Arrows
P.E.K.K.A
Wizard
P.E.K.K.A Skeleton King
Rage
Electro Dragon
P.E.K.K.A
Bats Arrows Wizard
Night Witch
Skeleton King
Bats Wizard

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.

Wizard Electro Dragon
P.E.K.K.A Bats Electro Dragon Night Witch
P.E.K.K.A Bats Electro Dragon Night Witch
P.E.K.K.A Night Witch Bats Electro Dragon Skeleton King
Arrows P.E.K.K.A
Arrows Bats Electro Dragon Night Witch
Bats Arrows Wizard Electro Dragon Night Witch
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Night Witch Skeleton King
Night Witch
Bats Arrows Wizard Electro Dragon Night Witch Skeleton King
Arrows Bats Wizard Electro Dragon Night Witch
P.E.K.K.A Night Witch Bats Wizard Electro Dragon
Wizard Bats Arrows Electro Dragon P.E.K.K.A Night Witch Skeleton King
P.E.K.K.A Skeleton King
P.E.K.K.A
Wizard Bats Arrows Electro Dragon P.E.K.K.A Night Witch
Arrows Bats Wizard Electro Dragon Night Witch
Arrows Wizard Bats Electro Dragon
P.E.K.K.A
Wizard Bats Arrows Electro Dragon P.E.K.K.A Night Witch
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Arrows Wizard Electro Dragon
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Bats Night Witch
P.E.K.K.A Night Witch
Arrows Wizard Bats Electro Dragon
P.E.K.K.A Bats Night Witch
P.E.K.K.A
Electro Dragon P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Arrows
P.E.K.K.A Wizard Night Witch Skeleton King
Wizard Electro Dragon
Electro Dragon Bats P.E.K.K.A Night Witch Skeleton King
Bats Arrows Wizard Electro Dragon P.E.K.K.A Skeleton King
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 Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Wizard Arrows
Arrows Wizard Bats Electro Dragon
Arrows Wizard
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Bats Electro Dragon Night Witch
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Bats Night Witch
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Night Witch
Arrows Wizard
Arrows Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Bats Arrows Wizard Electro Dragon Night Witch
Electro Dragon Bats Wizard
Night Witch
Arrows Wizard Electro Dragon Night Witch
Arrows Electro Dragon
P.E.K.K.A
Arrows Wizard
Bats Electro Dragon Night Witch
Arrows Wizard Electro Dragon
Arrows
Wizard Electro Dragon
Arrows Wizard Electro Dragon Skeleton King
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Bats Skeleton King
Bats Electro Dragon
Electro Dragon
P.E.K.K.A
Wizard Electro Dragon

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