My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Mother Witch Archer Queen

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 Bandit Lumberjack Mother Witch Archer Queen

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Missing

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 Wall Breakers Bandit Lumberjack

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 Wall Breakers Bandit Lumberjack Archer Queen

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 Bandit Lumberjack

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 Wall Breakers Bandit
Giant Snowball
Skeletons Bats Wall Breakers Lumberjack
Zap
Skeletons Bats Wall Breakers Bandit
Barbarian Barrel
Skeletons Wall Breakers Bandit Lumberjack
The Log
Skeletons Mini P.E.K.K.A Wall Breakers Bandit Lumberjack
Earthquake
Skeletons
Arrows
Skeletons Bats Wall Breakers
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Wall Breakers Bandit Lumberjack Mother Witch
Fireball
Wall Breakers Bandit Lumberjack Mother Witch
Poison
Bats Mother Witch
Lightning
Mini P.E.K.K.A Bandit Lumberjack Mother Witch Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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 Mini 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Wall Breakers Bandit Mini P.E.K.K.A Lumberjack Mother Witch Archer Queen

Shortest cycle

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

8 Skeletons Bats Wall Breakers Bandit

Attack Synergies 0 6

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 Wall Breakers Bandit Lumberjack
Mini P.E.K.K.A
Bats Lumberjack
Wall Breakers
Bats
Bandit
Bats Lumberjack
Lumberjack
Bats Mini P.E.K.K.A Bandit
Mother Witch
Archer Queen

Defense Synergies 0 11

Skeletons
Bats Mini P.E.K.K.A Bandit Lumberjack Archer Queen
Bats
Skeletons Mini P.E.K.K.A Bandit Lumberjack
Mini P.E.K.K.A
Skeletons Bats Mother Witch
Wall Breakers
Bandit
Skeletons Bats Lumberjack
Lumberjack
Skeletons Bats Bandit Mother Witch
Mother Witch
Mini P.E.K.K.A Lumberjack
Archer Queen
Skeletons

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.

Mini P.E.K.K.A Lumberjack Skeletons Bats Bandit
Mini P.E.K.K.A Lumberjack Skeletons Bats Bandit
Mini P.E.K.K.A Lumberjack Skeletons Bats Bandit
Mini P.E.K.K.A Lumberjack
Skeletons Bats Bandit Lumberjack Mother Witch
Bats
Bandit
Mini P.E.K.K.A Skeletons Lumberjack Archer Queen
Skeletons Mini P.E.K.K.A Bandit Lumberjack
Bats Mother Witch Skeletons Bandit Lumberjack
Bats
Mini P.E.K.K.A Lumberjack Skeletons Bats Bandit
Bats Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Bandit Lumberjack
Mini P.E.K.K.A Bandit Lumberjack
Skeletons Bats Mini P.E.K.K.A Lumberjack
Bats Bandit Lumberjack
Bats Bandit Lumberjack Mother Witch
Mini P.E.K.K.A Lumberjack
Bats Mini P.E.K.K.A Bandit Lumberjack 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 Lumberjack Skeletons Bandit
Bandit Mini P.E.K.K.A Lumberjack
Bandit Lumberjack Skeletons Bats Mini P.E.K.K.A
Mini P.E.K.K.A Lumberjack Bats Bandit
Skeletons Mini P.E.K.K.A Bandit Lumberjack
Mother Witch Skeletons Bats
Mini P.E.K.K.A Skeletons Bats Bandit Lumberjack
Mini P.E.K.K.A Lumberjack
Skeletons Bats Mini P.E.K.K.A Bandit
Skeletons
Bats Mini P.E.K.K.A Lumberjack
Archer Queen
Mini P.E.K.K.A Skeletons Bandit Lumberjack
Skeletons Bats Mini P.E.K.K.A Lumberjack Archer Queen
Bats Mini P.E.K.K.A Mother Witch Archer Queen

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.)

Bandit
Bandit
Bandit
Mother Witch Bats
Bandit
Bats Mini P.E.K.K.A Lumberjack
Bandit
Archer Queen
Bandit
Bandit
Bandit
Bandit
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Bandit
Mother Witch
Mother Witch
Bandit
Bandit
Bandit
Bats Mother Witch
Bats
Mini P.E.K.K.A
Bandit
Bats Bandit
Archer Queen
Mini P.E.K.K.A Lumberjack
Archer Queen
Archer Queen
Bats Archer Queen
Bats Archer Queen
Bandit Archer Queen

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