My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion Mother 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 Mega Minion Electro Giant Mother Witch

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap

Punishments

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

Elite Barbarians Mini P.E.K.K.A Electro Giant

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.

Elite Barbarians Mini P.E.K.K.A Electro Giant

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.

Elite Barbarians 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 Elite Barbarians Skeleton Army
Giant Snowball
Bats Mega Minion Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Elite Barbarians Skeleton Army
The Log
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Mega Minion Mini P.E.K.K.A Skeleton Army Mother Witch
Fireball
Elite Barbarians Mega Minion Skeleton Army Mother Witch
Poison
Bats Mega Minion Skeleton Army Mother Witch
Lightning
Elite Barbarians Mega Minion Mini P.E.K.K.A Mother Witch
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Electro Giant

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 Mega Minion Mini P.E.K.K.A Skeleton Army Electro Giant Mother Witch

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.

Elite Barbarians Skeleton Army

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 Zap Mega Minion Skeleton Army Mini P.E.K.K.A Mother Witch Elite Barbarians Electro Giant

Shortest cycle

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

10 Bats Zap Mega Minion Skeleton Army

Attack Synergies 2 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
Zap Elite Barbarians Mega Minion Mini P.E.K.K.A
Zap
Elite Barbarians Mega Minion Bats Mini P.E.K.K.A Mother Witch
Elite Barbarians
Zap Bats
Mega Minion
Zap Bats Electro Giant
Mini P.E.K.K.A
Bats Zap Electro Giant
Skeleton Army
Electro Giant
Mega Minion Mini P.E.K.K.A Mother Witch
Mother Witch
Zap Electro Giant

Defense Synergies 3 11

Bats
Zap Mini P.E.K.K.A
Zap
Mega Minion Mini P.E.K.K.A Bats Elite Barbarians Skeleton Army Mother Witch
Elite Barbarians
Mother Witch Zap Mega Minion Mini P.E.K.K.A
Mega Minion
Zap Elite Barbarians Skeleton Army
Mini P.E.K.K.A
Zap Bats Elite Barbarians Skeleton Army Electro Giant Mother Witch
Skeleton Army
Zap Mega Minion Mini P.E.K.K.A
Electro Giant
Mini P.E.K.K.A
Mother Witch
Elite Barbarians Zap Mini P.E.K.K.A

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.

Zap Mega Minion
Elite Barbarians Mini P.E.K.K.A Skeleton Army Bats Zap Mega Minion
Mini P.E.K.K.A Skeleton Army Bats Elite Barbarians Mega Minion
Elite Barbarians Mini P.E.K.K.A Skeleton Army Bats Mega Minion
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Bats Zap Mega Minion Mother Witch
Bats Mega Minion Zap
Zap Electro Giant
Mini P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mini P.E.K.K.A
Bats Skeleton Army Mother Witch Zap Mega Minion Electro Giant
Mega Minion Bats Zap
Mini P.E.K.K.A Skeleton Army Bats Zap Elite Barbarians
Skeleton Army Bats Zap Mega Minion Mini P.E.K.K.A
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Elite Barbarians Mini P.E.K.K.A Electro Giant
Bats Elite Barbarians Mini P.E.K.K.A Skeleton Army
Bats Zap Elite Barbarians Mega Minion Skeleton Army
Zap Bats Mega Minion Mother Witch
Mini P.E.K.K.A Elite Barbarians
Skeleton Army Bats Elite Barbarians Mini P.E.K.K.A Electro Giant Mother 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 Skeleton Army Zap Elite Barbarians Electro Giant
Zap Elite Barbarians Mega Minion Mini P.E.K.K.A
Skeleton Army Bats Zap Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Bats Zap Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Electro Giant Mother Witch Bats Zap
Mini P.E.K.K.A Skeleton Army Bats Elite Barbarians Mega Minion
Mini P.E.K.K.A Elite Barbarians Skeleton Army
Zap Bats Elite Barbarians Mega Minion Mini P.E.K.K.A Skeleton Army
Mega Minion Skeleton Army
Bats Elite Barbarians Mega Minion Mini P.E.K.K.A
Skeleton Army Zap Elite Barbarians Electro Giant
Elite Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Electro Giant
Elite Barbarians Skeleton Army Electro Giant Bats Zap Mega Minion Mini P.E.K.K.A
Bats Zap Elite Barbarians Mega Minion Mini P.E.K.K.A Electro Giant Mother Witch
Zap

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.)

Zap
Zap
Electro Giant Mother Witch Bats Zap Mega Minion
Zap
Zap
Bats Elite Barbarians Mini P.E.K.K.A
Zap
Zap
Elite Barbarians
Zap Elite Barbarians
Zap
Bats Mini P.E.K.K.A
Zap Mega Minion Mini P.E.K.K.A
Zap Electro Giant Mother Witch
Zap
Zap Electro Giant Mother Witch
Mega Minion
Zap
Zap
Zap
Elite Barbarians Bats Zap Electro Giant Mother Witch
Zap Bats Mega Minion Electro Giant
Elite Barbarians Mega Minion Mini P.E.K.K.A
Zap
Zap
Zap Bats Skeleton Army
Zap Mega Minion
Mega Minion Mini P.E.K.K.A
Zap
Zap Electro Giant
Elite Barbarians Mega Minion
Zap Electro Giant Bats Elite Barbarians
Bats Zap
Zap Electro Giant

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