My Best Clash Royale Deck

Deck Check Rating

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

2 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

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 P.E.K.K.A Electro Giant Royal Ghost Monk

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Royal Ghost

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.

Hog Rider P.E.K.K.A Electro Giant Royal Ghost

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 Hog Rider Royal Ghost Monk

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Electro Giant Royal Ghost

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 P.E.K.K.A Electro Giant Royal Ghost

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Firecracker Royal Ghost Hog Rider Witch Monk P.E.K.K.A Electro Giant

Shortest cycle

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

12 Bats Firecracker Royal Ghost Hog Rider

Attack Synergies 2 8

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 Firecracker P.E.K.K.A
Firecracker
Hog Rider Bats P.E.K.K.A Monk
Hog Rider
Bats Firecracker Witch
Witch
Hog Rider P.E.K.K.A Royal Ghost
P.E.K.K.A
Bats Firecracker Witch
Electro Giant
Royal Ghost
Witch Monk
Monk
Firecracker Royal Ghost

Defense Synergies 0 4

Bats
Firecracker P.E.K.K.A
Firecracker
Bats P.E.K.K.A
Hog Rider
Witch
Royal Ghost
P.E.K.K.A
Bats Firecracker
Electro Giant
Royal Ghost
Witch
Monk

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
P.E.K.K.A Bats Firecracker Witch Monk
Witch P.E.K.K.A Bats
Witch P.E.K.K.A Bats Firecracker Monk
Firecracker P.E.K.K.A Monk
Bats Firecracker Royal Ghost
Bats Firecracker Witch
P.E.K.K.A Electro Giant Monk
Witch P.E.K.K.A
Firecracker Royal Ghost
Bats Witch Firecracker Electro Giant Royal Ghost
Bats Firecracker Witch
P.E.K.K.A Bats Witch
Bats Firecracker Witch P.E.K.K.A Royal Ghost
P.E.K.K.A
Monk P.E.K.K.A Electro Giant
Bats Firecracker Witch P.E.K.K.A
Bats Firecracker Witch Royal Ghost
Witch Bats Firecracker Royal Ghost
P.E.K.K.A
Royal Ghost Bats Firecracker Witch P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Witch P.E.K.K.A Electro Giant Royal Ghost
Firecracker Royal Ghost Monk
P.E.K.K.A Bats Witch
P.E.K.K.A Bats Monk
P.E.K.K.A Witch
Firecracker Electro Giant Bats Witch Monk
P.E.K.K.A Bats Witch
P.E.K.K.A
P.E.K.K.A Bats Firecracker Witch Monk
Witch P.E.K.K.A
P.E.K.K.A Bats Witch
P.E.K.K.A Monk Electro Giant
P.E.K.K.A Witch
Firecracker Witch Electro Giant
Witch Electro Giant Bats Firecracker P.E.K.K.A Monk
Bats Firecracker Witch P.E.K.K.A Electro Giant Royal Ghost

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.)

Firecracker Royal Ghost Monk
Firecracker Monk Royal Ghost
Firecracker
Firecracker
Firecracker Electro Giant Bats Witch Monk
Firecracker Witch
Firecracker
Monk Firecracker
Bats
Firecracker Monk
Monk Firecracker
Firecracker
Firecracker Monk
Firecracker
Firecracker Witch
Firecracker
Monk
Bats
Firecracker Monk
Firecracker Witch Electro Giant Monk
Monk
Monk
Monk
Firecracker Electro Giant Witch
Witch
Firecracker Witch Royal Ghost Monk
Witch Monk
Firecracker
Bats Firecracker Witch Electro Giant
Bats Firecracker Witch Electro Giant
Firecracker Monk
P.E.K.K.A
Firecracker Monk
Bats Witch
Firecracker Witch Monk
Firecracker
Firecracker
Monk Electro Giant
Firecracker P.E.K.K.A
Electro Giant Bats Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Electro Giant Royal Ghost Monk

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