My Best Clash Royale Deck

Deck Check Rating

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

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 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 Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Knight Wizard

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

Punishments

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

Mini P.E.K.K.A

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 Mini 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.

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
Skeletons Bats Guards
Giant Snowball
Skeletons Bats Cannon Guards
Zap
Skeletons Bats Cannon Guards
Barbarian Barrel
Skeletons Knight Cannon Wizard Guards
The Log
Skeletons Cannon Mini P.E.K.K.A Guards
Earthquake
Skeletons Cannon Guards
Arrows
Skeletons Bats Guards
Royal Delivery
Skeletons Bats Knight Mini P.E.K.K.A Wizard Guards
Fireball
Cannon Wizard
Poison
Bats Cannon Wizard Guards
Lightning
Knight Cannon Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Knight Mini P.E.K.K.A Guards

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Arrows Knight Cannon Guards Mini P.E.K.K.A Wizard

Shortest cycle

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

9 Skeletons Bats Arrows Knight

Attack Synergies 1 5

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 Mini P.E.K.K.A
Arrows
Knight Mini P.E.K.K.A
Knight
Bats Arrows Wizard
Cannon
Mini P.E.K.K.A
Bats Arrows Wizard
Wizard
Knight Mini P.E.K.K.A
Guards

Defense Synergies 3 17

Skeletons
Cannon Bats Knight Mini P.E.K.K.A Wizard
Bats
Knight Skeletons Cannon Mini P.E.K.K.A
Arrows
Knight Cannon Mini P.E.K.K.A
Knight
Bats Cannon Skeletons Arrows Mini P.E.K.K.A Wizard
Cannon
Skeletons Knight Bats Arrows Mini P.E.K.K.A Wizard Guards
Mini P.E.K.K.A
Skeletons Bats Arrows Knight Cannon Wizard Guards
Wizard
Skeletons Knight Cannon Mini P.E.K.K.A Guards
Guards
Cannon Mini P.E.K.K.A 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.

Knight Cannon Wizard
Mini P.E.K.K.A Skeletons Bats Knight Cannon
Cannon Mini P.E.K.K.A Skeletons Bats Knight
Cannon Mini P.E.K.K.A Skeletons Bats Knight Guards
Arrows Mini P.E.K.K.A
Arrows Skeletons Bats Cannon Guards
Bats Arrows Cannon Wizard
Arrows Cannon
Cannon Mini P.E.K.K.A Skeletons
Knight Guards Skeletons Cannon Mini P.E.K.K.A
Bats Guards Skeletons Arrows Knight Cannon Wizard
Arrows Bats Wizard
Cannon Mini P.E.K.K.A Skeletons Bats Knight Wizard Guards
Wizard Bats Arrows Cannon Mini P.E.K.K.A Guards
Mini P.E.K.K.A Knight Cannon
Cannon Mini P.E.K.K.A
Wizard Skeletons Bats Arrows Knight Cannon Mini P.E.K.K.A
Arrows Cannon Bats Knight Wizard Guards
Arrows Wizard Bats Knight Cannon Guards
Mini P.E.K.K.A Cannon
Wizard Bats Arrows Knight Cannon Mini P.E.K.K.A Guards
Cannon Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards Skeletons
Arrows Knight Mini P.E.K.K.A Wizard
Guards Skeletons Bats Knight Mini P.E.K.K.A
Mini P.E.K.K.A Guards Bats Knight
Skeletons Knight Cannon Mini P.E.K.K.A Guards
Arrows Wizard Skeletons Bats
Mini P.E.K.K.A Guards Skeletons Bats Knight
Mini P.E.K.K.A Knight
Skeletons Bats Knight Mini P.E.K.K.A
Skeletons Cannon Guards
Bats Knight Mini P.E.K.K.A Guards
Arrows Guards
Mini P.E.K.K.A Skeletons Knight Cannon Wizard Guards
Wizard Cannon
Guards Skeletons Bats Knight Mini P.E.K.K.A
Bats Arrows Cannon Mini P.E.K.K.A Wizard
Arrows Cannon

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 Guards
Arrows
Arrows
Arrows Knight Guards
Wizard Arrows
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats Mini P.E.K.K.A Guards
Arrows Knight Wizard
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Wizard Guards
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Bats Guards
Arrows Wizard
Arrows
Knight Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Bats Guards
Bats
Wizard

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