My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

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.

Skeletons Bats Witch Prince P.E.K.K.A

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.

Fireball

Punishments

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

Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Prince 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.

Electro Spirit

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 Skeleton Army Prince
Giant Snowball
Skeletons Bats Skeleton Army Witch
Zap
Skeletons Bats Skeleton Army Witch Prince
Barbarian Barrel
Skeletons Electro Spirit Skeleton Army Witch
The Log
Skeletons Electro Spirit Skeleton Army Witch Prince
Earthquake
Skeletons Skeleton Army Witch
Arrows
Skeletons Electro Spirit Bats Skeleton Army Witch
Royal Delivery
Skeletons Electro Spirit Bats Skeleton Army Witch Prince P.E.K.K.A
Fireball
Skeleton Army Witch
Poison
Bats Skeleton Army Witch
Lightning
Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball

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.

Electro Spirit Bats Skeleton Army Prince 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.

Fireball 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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Skeleton Army Fireball Witch Prince P.E.K.K.A

Shortest cycle

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

7 Skeletons Electro Spirit Bats Skeleton Army

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
Electro Spirit
Fireball P.E.K.K.A
Bats
Prince P.E.K.K.A
Fireball
Electro Spirit
Skeleton Army
Witch
Prince P.E.K.K.A
Prince
Bats Witch
P.E.K.K.A
Electro Spirit Bats Witch

Defense Synergies 0 9

Skeletons
Electro Spirit Bats Witch Prince P.E.K.K.A
Electro Spirit
Skeletons
Bats
Skeletons Prince P.E.K.K.A
Fireball
Skeleton Army
Prince
Witch
Skeletons Prince
Prince
Skeletons Bats Skeleton Army Witch
P.E.K.K.A
Skeletons Bats

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.

Fireball
Skeleton Army P.E.K.K.A Skeletons Bats Witch Prince
Skeleton Army Witch Prince P.E.K.K.A Skeletons Bats
Skeleton Army Witch Prince P.E.K.K.A Skeletons Bats
Fireball Skeleton Army Prince P.E.K.K.A
Fireball Skeleton Army Skeletons Electro Spirit Bats
Bats Electro Spirit Fireball Witch
Electro Spirit Fireball P.E.K.K.A
Witch P.E.K.K.A Skeletons Skeleton Army Prince
Skeleton Army Skeletons Prince
Bats Skeleton Army Witch Skeletons Electro Spirit Fireball
Bats Fireball Witch
Skeleton Army Prince P.E.K.K.A Skeletons Bats Fireball Witch
Fireball Skeleton Army Electro Spirit Bats Witch Prince P.E.K.K.A
Skeleton Army P.E.K.K.A Prince
Skeleton Army Fireball Prince P.E.K.K.A
Skeletons Bats Fireball Skeleton Army Witch Prince P.E.K.K.A
Fireball Electro Spirit Bats Skeleton Army Witch Prince
Witch Electro Spirit Bats Fireball
P.E.K.K.A Prince
Skeleton Army Electro Spirit Bats Fireball Witch Prince 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.

Skeleton Army Skeletons Fireball Witch Prince P.E.K.K.A
Fireball Prince
Skeleton Army P.E.K.K.A Skeletons Bats Witch Prince
Skeleton Army Prince P.E.K.K.A Bats Fireball
P.E.K.K.A Skeletons Skeleton Army Witch Prince
Fireball Skeletons Electro Spirit Bats Witch
Skeleton Army Prince P.E.K.K.A Skeletons Bats Fireball Witch
P.E.K.K.A Skeleton Army Prince
P.E.K.K.A Skeletons Electro Spirit Bats Fireball Skeleton Army Witch Prince
Witch P.E.K.K.A Skeletons Skeleton Army
P.E.K.K.A Bats Witch Prince
Skeleton Army P.E.K.K.A Fireball Prince
Skeleton Army Prince P.E.K.K.A Skeletons Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Skeletons Electro Spirit Bats Fireball Prince P.E.K.K.A
Bats Electro Spirit Fireball Witch P.E.K.K.A
Electro Spirit Fireball

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.)

Fireball
Fireball
Fireball
Fireball Prince
Fireball
Fireball Electro Spirit Bats Witch
Witch
Fireball
Fireball
Bats Fireball Prince
Fireball Prince
Fireball
Fireball
Fireball
Fireball Prince
Fireball Witch
Fireball
Fireball
Bats
Fireball Prince
Fireball Witch
Fireball Prince
Fireball
Prince
Fireball
Electro Spirit Fireball Witch
Witch
Fireball Witch
Fireball Witch Prince
Fireball
Bats Fireball Witch
Electro Spirit Bats Fireball Witch
Fireball
Fireball
Electro Spirit Fireball
P.E.K.K.A Prince
Fireball
Electro Spirit Bats Fireball Skeleton Army Witch Prince
Fireball Witch
Fireball
Fireball Prince
Fireball
Fireball
Prince P.E.K.K.A
Electro Spirit Bats Fireball Witch
Bats Fireball Witch
Fireball Witch Prince
Prince P.E.K.K.A
Fireball

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