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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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.

Skeletons Bats Archers Knight Battle Ram Witch P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

The Log

Punishments

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

Battle Ram

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 Battle Ram 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
Skeletons Bats Archers Battle Ram
Giant Snowball
Skeletons Bats Archers Battle Ram Witch
Zap
Skeletons Bats Archers Battle Ram Witch
Barbarian Barrel
Skeletons Archers Knight Battle Ram Witch
The Log
Skeletons Archers Battle Ram Witch
Earthquake
Skeletons Archers Witch
Arrows
Skeletons Bats Archers Witch
Royal Delivery
Skeletons Bats Archers Knight Battle Ram Witch P.E.K.K.A
Fireball
Archers Battle Ram Witch
Poison
Bats Archers Witch
Lightning
Knight Battle Ram Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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 Knight Battle Ram P.E.K.K.A

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.

Skeletons Bats The Log Archers Knight Battle Ram Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Archers

Attack Synergies 4 10

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.

Skeletons
Bats
Knight Battle Ram P.E.K.K.A
Archers
Knight Battle Ram P.E.K.K.A
Knight
Bats Archers Battle Ram Witch The Log
Battle Ram
Knight The Log Bats Archers Witch P.E.K.K.A
Witch
Knight Battle Ram P.E.K.K.A
P.E.K.K.A
Bats Archers Battle Ram Witch The Log
The Log
Battle Ram Knight P.E.K.K.A

Defense Synergies 3 14

Skeletons
Bats Archers Knight Witch P.E.K.K.A The Log
Bats
Knight Skeletons P.E.K.K.A The Log
Archers
Knight Skeletons Witch P.E.K.K.A The Log
Knight
Bats Archers Skeletons Witch The Log
Battle Ram
Witch
Skeletons Archers Knight The Log
P.E.K.K.A
The Log Skeletons Bats Archers
The Log
P.E.K.K.A Skeletons Bats Archers Knight 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.

Knight The Log
P.E.K.K.A Skeletons Bats Knight Witch The Log
Witch P.E.K.K.A Skeletons Bats Archers Knight
Witch P.E.K.K.A Skeletons Bats Knight
P.E.K.K.A The Log
The Log Skeletons Bats Archers
Bats Archers Witch
P.E.K.K.A The Log
Witch P.E.K.K.A Skeletons
Knight Skeletons Archers
Bats Archers Witch Skeletons Knight The Log
Bats Archers Witch
P.E.K.K.A Skeletons Bats Knight Witch The Log
Bats Witch P.E.K.K.A The Log
P.E.K.K.A Knight
P.E.K.K.A The Log
Skeletons Bats Knight Witch P.E.K.K.A
Bats Archers Knight Witch The Log
Witch The Log Bats Archers Knight
P.E.K.K.A
Bats Archers Knight Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Skeletons Archers Witch P.E.K.K.A
Archers Knight The Log
P.E.K.K.A Skeletons Bats Knight Witch The Log
P.E.K.K.A Bats Knight The Log
P.E.K.K.A Skeletons Knight Witch
Skeletons Bats Archers Witch
P.E.K.K.A Skeletons Bats Archers Knight Witch
P.E.K.K.A Knight
P.E.K.K.A Skeletons Bats Knight Witch The Log
Witch P.E.K.K.A Skeletons
P.E.K.K.A Bats Knight Witch
P.E.K.K.A The Log
P.E.K.K.A Skeletons Knight Witch
Archers Witch
Witch Skeletons Bats Archers Knight P.E.K.K.A The Log
Bats Archers Witch P.E.K.K.A The Log

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.)

Knight The Log
The Log
The Log
Knight The Log
The Log
Bats Witch
Archers Witch The Log
The Log
The Log
Bats
Knight The Log
Archers
Knight The Log
The Log
Witch The Log
The Log
Bats
Archers The Log
Witch The Log
The Log
The Log
The Log
The Log Witch
Witch
The Log Witch
Witch The Log
The Log
Bats Archers Witch
Bats Witch
The Log
P.E.K.K.A
The Log
Bats Archers Witch
Archers Witch
The Log
Knight
The Log
P.E.K.K.A
Bats Witch The Log
Bats Witch
Witch The Log

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