My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Firecracker 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.

Bats Firecracker Royal Giant Witch Bowler P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Rage

Punishments

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

Royal Giant

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.

Royal Giant 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.

Firecracker

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
Bats Royal Giant
Giant Snowball
Bats Witch
Zap
Bats Firecracker Royal Giant Witch
Barbarian Barrel
Firecracker Witch
The Log
Firecracker Royal Giant Witch
Earthquake
Firecracker Witch
Arrows
Bats Firecracker Witch
Royal Delivery
Bats Firecracker Witch Bowler P.E.K.K.A
Fireball
Firecracker Witch Bowler
Poison
Bats Firecracker Witch
Lightning
Witch Bowler
Rocket
Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Bowler

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 Rage Bowler 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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Firecracker Witch Bowler Royal Giant P.E.K.K.A

Shortest cycle

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

9 Bats Zap Rage Firecracker

Attack Synergies 5 14

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.

Bats
Royal Giant Zap Firecracker Rage Bowler P.E.K.K.A
Zap
Firecracker P.E.K.K.A Bats Royal Giant Witch Bowler
Firecracker
Zap Royal Giant Bats Bowler P.E.K.K.A
Royal Giant
Bats Firecracker Zap Witch Bowler
Rage
Witch Bats
Witch
Rage Zap Royal Giant Bowler P.E.K.K.A
Bowler
Bats Zap Firecracker Royal Giant Witch
P.E.K.K.A
Zap Bats Firecracker Witch

Defense Synergies 0 10

Bats
Zap Firecracker Bowler P.E.K.K.A
Zap
Bats Firecracker Witch Bowler P.E.K.K.A
Firecracker
Bats Zap P.E.K.K.A
Royal Giant
Rage
Witch
Zap Bowler
Bowler
Bats Zap Witch
P.E.K.K.A
Bats Zap Firecracker

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.

Bowler Zap Firecracker
P.E.K.K.A Bats Zap Firecracker Witch
Witch Bowler P.E.K.K.A Bats
Witch P.E.K.K.A Bats Firecracker Bowler
Firecracker Bowler P.E.K.K.A
Bowler Bats Zap Firecracker
Bats Zap Firecracker Witch
Bowler Zap P.E.K.K.A
Witch P.E.K.K.A
Firecracker Bowler
Bats Witch Zap Firecracker Bowler
Bats Zap Firecracker Witch
Bowler P.E.K.K.A Bats Zap Witch
Bowler Bats Zap Firecracker Witch P.E.K.K.A
P.E.K.K.A
Zap Bowler P.E.K.K.A
Bats Firecracker Witch Bowler P.E.K.K.A
Bats Zap Firecracker Witch Bowler
Zap Witch Bats Firecracker Bowler
P.E.K.K.A
Bowler Bats Firecracker Witch P.E.K.K.A

Counters to secondary win conditions

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

Zap Witch Bowler P.E.K.K.A
Zap Firecracker Bowler
P.E.K.K.A Bats Zap Witch Bowler
Bowler P.E.K.K.A Bats Zap
P.E.K.K.A Witch Bowler
Firecracker Bats Zap Witch
P.E.K.K.A Bats Witch Bowler
P.E.K.K.A
Zap P.E.K.K.A Bats Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Witch Bowler
P.E.K.K.A Zap Bowler
Bowler P.E.K.K.A Witch
Firecracker Witch Bowler
Witch Bats Zap Firecracker Bowler P.E.K.K.A
Bats Bowler Zap Firecracker Witch P.E.K.K.A

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.)

Firecracker
Firecracker Zap Bowler
Firecracker
Zap Firecracker Bowler
Firecracker Bats Zap Witch
Firecracker Witch Bowler
Zap Firecracker Bowler
Zap Firecracker
Bats Bowler
Firecracker Zap Bowler
Zap Firecracker
Firecracker Bowler
Firecracker
Zap Firecracker
Zap Firecracker Witch Bowler
Firecracker Bowler
Bats
Zap Firecracker Bowler
Zap Firecracker Witch Bowler
Bowler
Bowler
Zap
Zap Firecracker Witch Bowler
Witch
Firecracker Zap Witch Bowler
Zap Witch Bowler
Zap Firecracker
Bats Zap Firecracker Witch
Zap Bats Firecracker Witch
Bowler
Zap
Zap Firecracker
P.E.K.K.A
Firecracker Bowler
Zap Bats Witch
Zap Firecracker Witch
Firecracker Bowler
Zap Firecracker Bowler
Zap
Firecracker P.E.K.K.A
Zap Bats Firecracker Witch Bowler
Firecracker Bats Zap Witch
Zap Firecracker Witch Bowler

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