My Best Clash Royale Deck

Deck Check Rating

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

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.

Bomber Bats Knight Witch P.E.K.K.A

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.

Hog Rider

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.

Knight Hog Rider 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.

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

Bomber Arrows

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 Knight Skeleton Army P.E.K.K.A

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Arrows Knight Skeleton Army Hog Rider Witch P.E.K.K.A

Shortest cycle

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

10 Bomber Bats Arrows Knight

Attack Synergies 5 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.

Bomber
Bats Knight Hog Rider P.E.K.K.A
Bats
Knight Hog Rider Bomber P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A Knight
Knight
Bats Hog Rider Bomber Arrows Witch
Hog Rider
Bats Arrows Knight Bomber Witch
Skeleton Army
Witch
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Bomber Bats Witch

Defense Synergies 2 7

Bomber
Knight Bats P.E.K.K.A
Bats
Knight Bomber P.E.K.K.A
Arrows
Knight P.E.K.K.A
Knight
Bomber Bats Arrows Skeleton Army Witch
Hog Rider
Skeleton Army
Knight
Witch
Knight
P.E.K.K.A
Bomber Bats Arrows

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.

Bomber Knight
Skeleton Army P.E.K.K.A Bats Knight Witch
Skeleton Army Witch P.E.K.K.A Bomber Bats Knight
Skeleton Army Witch P.E.K.K.A Bats Knight
Bomber Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bomber Bats
Bats Arrows Witch
Arrows P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Knight Skeleton Army Bomber
Bats Skeleton Army Witch Bomber Arrows Knight
Arrows Bats Witch
Skeleton Army P.E.K.K.A Bomber Bats Knight Witch
Bomber Skeleton Army Bats Arrows Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Bomber Bats Arrows Knight Skeleton Army Witch P.E.K.K.A
Arrows Bomber Bats Knight Skeleton Army Witch
Arrows Witch Bomber Bats Knight
P.E.K.K.A
Bomber Skeleton Army Bats Arrows Knight Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Witch P.E.K.K.A
Bomber Arrows Knight
Skeleton Army P.E.K.K.A Bats Knight Witch
Skeleton Army P.E.K.K.A Bats Knight
P.E.K.K.A Knight Skeleton Army Witch
Arrows Bats Witch
Skeleton Army P.E.K.K.A Bats Knight Witch
P.E.K.K.A Knight Skeleton Army
P.E.K.K.A Bats Knight Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Knight Witch
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Knight Witch
Bomber Skeleton Army Witch
Skeleton Army Witch Bomber Bats Knight P.E.K.K.A
Bats Arrows Bomber Witch P.E.K.K.A
Bomber 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 Knight
Arrows
Arrows
Arrows Knight
Bomber Arrows
Arrows Bats Witch
Bomber Arrows Witch
Arrows
Arrows
Bats
Arrows Knight
Arrows
Knight
Arrows
Arrows
Bomber Arrows Witch
Arrows
Arrows
Bomber Bats
Bomber Arrows
Bomber Arrows Witch
Arrows
Arrows
Arrows Bomber Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Bats Arrows Witch
Bats Witch
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Bats Skeleton Army Witch
Arrows Witch
Arrows
Knight
Arrows Bomber
Arrows
P.E.K.K.A
Bats Witch
Bats Witch
Witch
P.E.K.K.A

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