My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla Mother Witch

Defensive buildings

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

Tesla

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 Tesla P.E.K.K.A Fisherman Mother Witch

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.

Mini P.E.K.K.A 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 Fisherman
Giant Snowball
Skeletons Bats Fisherman
Zap
Skeletons Bats Fisherman
Barbarian Barrel
Skeletons Tesla
The Log
Skeletons Mini P.E.K.K.A Fisherman
Earthquake
Skeletons Tesla
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Mini P.E.K.K.A P.E.K.K.A Fisherman Mother Witch
Fireball
Tesla Fisherman Mother Witch
Poison
Bats Fisherman Mother Witch
Lightning
Tesla Mini P.E.K.K.A Fisherman Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Mini P.E.K.K.A P.E.K.K.A Mother 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 Arrows Fisherman Tesla Mini P.E.K.K.A Mother Witch P.E.K.K.A

Shortest cycle

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

9 Skeletons Bats Arrows Fisherman

Attack Synergies 1 7

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
Mini P.E.K.K.A P.E.K.K.A Fisherman
Arrows
P.E.K.K.A Mini P.E.K.K.A Mother Witch
Tesla
Mini P.E.K.K.A
Bats Arrows
P.E.K.K.A
Arrows Bats Fisherman Mother Witch
Fisherman
Bats P.E.K.K.A
Mother Witch
Arrows P.E.K.K.A

Defense Synergies 2 17

Skeletons
Tesla Fisherman Bats Mini P.E.K.K.A P.E.K.K.A
Bats
Skeletons Tesla Mini P.E.K.K.A P.E.K.K.A Fisherman
Arrows
Tesla Mini P.E.K.K.A P.E.K.K.A Mother Witch
Tesla
Skeletons Bats Arrows Mini P.E.K.K.A Mother Witch
Mini P.E.K.K.A
Skeletons Bats Arrows Tesla Fisherman Mother Witch
P.E.K.K.A
Skeletons Bats Arrows Fisherman
Fisherman
Skeletons Bats Mini P.E.K.K.A P.E.K.K.A Mother Witch
Mother Witch
Arrows Tesla Mini P.E.K.K.A Fisherman

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.

Tesla
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Tesla Fisherman
Tesla Mini P.E.K.K.A P.E.K.K.A Fisherman Skeletons Bats
Tesla Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Fisherman
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Skeletons Bats Tesla Mother Witch
Bats Tesla Arrows
Arrows Tesla P.E.K.K.A
Tesla Mini P.E.K.K.A P.E.K.K.A Skeletons Fisherman
Skeletons Tesla Mini P.E.K.K.A Fisherman
Bats Mother Witch Skeletons Arrows Tesla Fisherman
Arrows Tesla Bats
Tesla Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Bats Arrows Tesla Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Tesla
Tesla Mini P.E.K.K.A P.E.K.K.A Fisherman
Tesla Skeletons Bats Arrows Mini P.E.K.K.A P.E.K.K.A Fisherman
Arrows Tesla Bats Fisherman
Arrows Bats Tesla Fisherman Mother Witch
Mini P.E.K.K.A P.E.K.K.A Tesla Fisherman
Bats Arrows Tesla Mini P.E.K.K.A P.E.K.K.A Fisherman 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 Skeletons Tesla P.E.K.K.A Fisherman
Arrows Tesla Mini P.E.K.K.A Fisherman
P.E.K.K.A Skeletons Bats Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A P.E.K.K.A Bats Tesla Fisherman
P.E.K.K.A Skeletons Tesla Mini P.E.K.K.A Fisherman
Arrows Mother Witch Skeletons Bats Tesla
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Tesla
Mini P.E.K.K.A P.E.K.K.A Tesla Fisherman
P.E.K.K.A Skeletons Bats Mini P.E.K.K.A
P.E.K.K.A Skeletons Tesla
P.E.K.K.A Bats Tesla Mini P.E.K.K.A
P.E.K.K.A Arrows
Mini P.E.K.K.A P.E.K.K.A Skeletons Tesla
Tesla
Tesla Skeletons Bats Mini P.E.K.K.A P.E.K.K.A Fisherman
Bats Arrows Tesla Mini P.E.K.K.A P.E.K.K.A Mother Witch
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
Arrows Fisherman
Arrows
Arrows
Arrows
Arrows Mother Witch Bats
Arrows
Arrows
Arrows Fisherman
Bats Mini P.E.K.K.A Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Bats Mini P.E.K.K.A Fisherman
Arrows Mini P.E.K.K.A Fisherman
Arrows Mother Witch
Arrows
Fisherman
Arrows
Arrows Mother Witch
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Bats Arrows Mother Witch
Bats
Mini P.E.K.K.A
Arrows
Arrows
P.E.K.K.A
Arrows
Bats
Arrows
Arrows
Mini P.E.K.K.A
Arrows
Arrows
P.E.K.K.A
Bats
Bats
P.E.K.K.A

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