My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Hut Witch

Defensive buildings

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

Goblin Hut

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 Goblin Hut 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.

Zap Arrows

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.

Missing

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Prince 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 Zap Arrows Goblin Hut Witch Prince P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 4 9

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
Zap Prince P.E.K.K.A
Zap
Arrows Prince P.E.K.K.A Bats Goblin Hut Witch
Arrows
Zap P.E.K.K.A Prince
Goblin Hut
Zap Prince
Witch
Zap Prince P.E.K.K.A
Prince
Zap Bats Arrows Goblin Hut Witch
P.E.K.K.A
Zap Arrows Bats Witch

Defense Synergies 0 18

Skeletons
Bats Zap Goblin Hut Witch Prince P.E.K.K.A
Bats
Skeletons Zap Prince P.E.K.K.A
Zap
Skeletons Bats Arrows Goblin Hut Witch Prince P.E.K.K.A
Arrows
Zap Goblin Hut Prince P.E.K.K.A
Goblin Hut
Skeletons Zap Arrows
Witch
Skeletons Zap Prince
Prince
Skeletons Bats Zap Arrows Witch
P.E.K.K.A
Skeletons Bats Zap Arrows

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.

Zap Goblin Hut
P.E.K.K.A Skeletons Bats Zap Goblin Hut Witch Prince
Goblin Hut Witch Prince P.E.K.K.A Skeletons Bats
Goblin Hut Witch Prince P.E.K.K.A Skeletons Bats
Arrows Prince P.E.K.K.A
Arrows Skeletons Bats Zap
Bats Zap Arrows Goblin Hut Witch
Zap Arrows P.E.K.K.A
Witch P.E.K.K.A Skeletons Goblin Hut Prince
Skeletons Prince
Bats Witch Skeletons Zap Arrows Goblin Hut
Arrows Bats Zap Goblin Hut Witch
Goblin Hut Prince P.E.K.K.A Skeletons Bats Zap Witch
Bats Zap Arrows Goblin Hut Witch Prince P.E.K.K.A
P.E.K.K.A Goblin Hut Prince
Zap Goblin Hut Prince P.E.K.K.A
Skeletons Bats Arrows Goblin Hut Witch Prince P.E.K.K.A
Arrows Bats Zap Goblin Hut Witch Prince
Zap Arrows Witch Bats Goblin Hut
P.E.K.K.A Goblin Hut Prince
Bats Arrows Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Goblin Hut Witch Prince P.E.K.K.A
Zap Arrows Prince
P.E.K.K.A Skeletons Bats Zap Goblin Hut Witch Prince
Prince P.E.K.K.A Bats Zap
P.E.K.K.A Skeletons Goblin Hut Witch Prince
Arrows Skeletons Bats Zap Goblin Hut Witch
Prince P.E.K.K.A Skeletons Bats Goblin Hut Witch
P.E.K.K.A Prince
Zap P.E.K.K.A Skeletons Bats Goblin Hut Witch Prince
Witch P.E.K.K.A Skeletons Goblin Hut
P.E.K.K.A Bats Goblin Hut Witch Prince
P.E.K.K.A Zap Arrows Prince
Prince P.E.K.K.A Skeletons Witch
Witch
Goblin Hut Witch Skeletons Bats Zap Prince P.E.K.K.A
Bats Arrows Zap Goblin Hut Witch P.E.K.K.A
Zap Arrows Goblin Hut

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 Zap
Arrows Goblin Hut
Arrows Prince
Zap Arrows
Arrows Bats Zap Witch
Arrows Witch
Arrows Zap
Arrows Zap
Bats Prince
Zap Arrows Prince
Zap Arrows
Goblin Hut
Arrows
Zap Arrows Goblin Hut Prince
Zap Arrows Goblin Hut Witch
Arrows Goblin Hut
Arrows
Bats
Zap Arrows Prince
Zap Arrows Witch
Prince
Arrows
Prince
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch
Zap Arrows Witch Prince
Zap Arrows
Bats Zap Arrows Witch
Zap Bats Goblin Hut Witch
Zap Arrows
Zap Arrows
P.E.K.K.A Prince
Arrows
Zap Bats Goblin Hut Witch Prince
Zap Arrows Witch
Arrows
Prince
Arrows Zap
Zap Arrows
Prince P.E.K.K.A
Zap Bats Witch
Bats Zap Witch
Zap Witch Prince
Prince P.E.K.K.A

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