My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Minions 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 Battle Ram Witch Bandit Boss Bandit

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram Bandit

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 Battle Ram Bandit Boss Bandit

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 Mini P.E.K.K.A Bandit Boss Bandit

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 Minions Battle Ram Bandit
Giant Snowball
Bats Minions Battle Ram Witch
Zap
Bats Minions Firecracker Battle Ram Witch Bandit
Barbarian Barrel
Firecracker Battle Ram Witch Bandit
The Log
Firecracker Mini P.E.K.K.A Battle Ram Witch Bandit
Earthquake
Firecracker Witch
Arrows
Bats Minions Firecracker Witch
Royal Delivery
Bats Minions Firecracker Mini P.E.K.K.A Battle Ram Witch Bandit Boss Bandit
Fireball
Minions Firecracker Battle Ram Witch Bandit Boss Bandit
Poison
Bats Minions Firecracker Witch Boss Bandit
Lightning
Mini P.E.K.K.A Battle Ram Witch Bandit Boss Bandit
Rocket
Witch Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Battle Ram Boss Bandit

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.

Minions 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 Minions Firecracker Bandit Mini P.E.K.K.A Battle Ram Witch Boss Bandit

Shortest cycle

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

11 Bats Minions Firecracker Bandit

Attack Synergies 1 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
Minions Firecracker Mini P.E.K.K.A Battle Ram Bandit
Minions
Bats Firecracker Mini P.E.K.K.A Battle Ram Bandit
Firecracker
Bats Minions Mini P.E.K.K.A Battle Ram Bandit
Mini P.E.K.K.A
Bats Minions Firecracker
Battle Ram
Bandit Bats Minions Firecracker Witch
Witch
Battle Ram Bandit
Bandit
Battle Ram Bats Minions Firecracker Witch
Boss Bandit

Defense Synergies 0 10

Bats
Minions Firecracker Mini P.E.K.K.A Bandit
Minions
Bats Firecracker Bandit
Firecracker
Bats Minions Mini P.E.K.K.A Bandit
Mini P.E.K.K.A
Bats Firecracker Witch
Battle Ram
Witch
Mini P.E.K.K.A Bandit
Bandit
Bats Minions Firecracker Witch
Boss Bandit

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.

Minions Firecracker
Mini P.E.K.K.A Bats Minions Firecracker Witch Bandit
Mini P.E.K.K.A Witch Bats Minions Bandit
Mini P.E.K.K.A Witch Bats Minions Firecracker Bandit
Firecracker Mini P.E.K.K.A
Bats Minions Firecracker Bandit
Bats Minions Firecracker Witch
Bandit
Mini P.E.K.K.A Witch Minions
Firecracker Mini P.E.K.K.A Bandit
Bats Minions Witch Firecracker Bandit
Minions Bats Firecracker Witch
Mini P.E.K.K.A Bats Minions Witch Bandit
Bats Minions Firecracker Mini P.E.K.K.A Witch
Mini P.E.K.K.A Bandit
Mini P.E.K.K.A Bandit
Bats Minions Firecracker Mini P.E.K.K.A Witch
Bats Minions Firecracker Witch Bandit
Witch Bats Minions Firecracker Bandit
Mini P.E.K.K.A
Bats Minions Firecracker Mini P.E.K.K.A Witch Bandit

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Bandit
Bandit Firecracker Mini P.E.K.K.A
Bandit Bats Minions Mini P.E.K.K.A Witch
Mini P.E.K.K.A Bats Bandit
Mini P.E.K.K.A Witch Bandit
Firecracker Bats Minions Witch
Mini P.E.K.K.A Bats Minions Witch Bandit
Mini P.E.K.K.A
Bats Minions Firecracker Mini P.E.K.K.A Witch Bandit
Witch
Bats Minions Mini P.E.K.K.A Witch
Mini P.E.K.K.A Witch Bandit
Firecracker Witch
Witch Bats Minions Firecracker Mini P.E.K.K.A
Bats Minions Firecracker Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Mini 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 Bandit
Firecracker Bandit
Bandit
Firecracker
Firecracker
Firecracker Bats Minions Witch
Firecracker Witch
Firecracker
Firecracker Bandit
Bats Minions Mini P.E.K.K.A
Firecracker Bandit
Firecracker
Firecracker Bandit
Minions Firecracker Bandit
Firecracker
Firecracker Witch Bandit
Firecracker Bandit
Bats Minions Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Bandit
Firecracker Witch
Minions
Firecracker Witch
Witch
Firecracker Witch Bandit
Witch Bandit
Firecracker Bandit
Bats Firecracker Witch
Bats Minions Firecracker Witch
Mini P.E.K.K.A
Bandit
Firecracker
Firecracker
Bats Minions Witch Bandit
Firecracker Witch
Firecracker Mini P.E.K.K.A
Firecracker
Firecracker
Bats Minions Firecracker Witch
Firecracker Bats Witch
Firecracker Witch Bandit
Firecracker

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