My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Void Little Prince Archer Queen Monk

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla Magic Archer

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Tesla P.E.K.K.A Bandit Magic Archer

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 Fireball

Punishments

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

Bandit

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.

Knight P.E.K.K.A Bandit Magic Archer

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.

Bandit Magic Archer

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 Bandit
Giant Snowball
Bats
Zap
Bats Bandit
Barbarian Barrel
Knight Tesla Bandit Magic Archer
The Log
Bandit
Earthquake
Tesla
Arrows
Bats
Royal Delivery
Bats Knight P.E.K.K.A Bandit Magic Archer
Fireball
Tesla Bandit Magic Archer
Poison
Bats Magic Archer
Lightning
Knight Tesla Bandit Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Magic Archer

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 Knight 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

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

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.

Bats Zap Knight Bandit Tesla Fireball Magic Archer P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Bandit

Attack Synergies 4 10

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
Knight Zap P.E.K.K.A Bandit
Zap
Fireball P.E.K.K.A Bats Knight Bandit Magic Archer
Knight
Bats Zap Fireball Magic Archer
Tesla
Fireball
Zap Knight Magic Archer
P.E.K.K.A
Zap Magic Archer Bats
Bandit
Bats Zap Magic Archer
Magic Archer
P.E.K.K.A Zap Knight Fireball Bandit

Defense Synergies 4 14

Bats
Knight Zap Tesla P.E.K.K.A Bandit
Zap
Fireball Bats Knight Tesla P.E.K.K.A Bandit Magic Archer
Knight
Bats Tesla Magic Archer Zap Fireball
Tesla
Knight Bats Zap Fireball Magic Archer
Fireball
Zap Knight Tesla Bandit
P.E.K.K.A
Bats Zap
Bandit
Bats Zap Fireball Magic Archer
Magic Archer
Knight Zap Tesla 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.

Zap Knight Tesla Fireball Magic Archer
P.E.K.K.A Bats Zap Knight Tesla Bandit
Tesla P.E.K.K.A Bats Knight Bandit
Tesla P.E.K.K.A Bats Knight Bandit
Fireball P.E.K.K.A
Fireball Bats Zap Tesla Bandit Magic Archer
Bats Tesla Zap Fireball Magic Archer
Zap Tesla Fireball P.E.K.K.A Bandit Magic Archer
Tesla P.E.K.K.A
Knight Tesla Bandit
Bats Zap Knight Tesla Fireball Bandit Magic Archer
Tesla Bats Zap Fireball Magic Archer
Tesla P.E.K.K.A Bats Zap Knight Fireball Bandit
Fireball Bats Zap Tesla P.E.K.K.A Magic Archer
P.E.K.K.A Knight Tesla Bandit
Zap Tesla Fireball P.E.K.K.A Bandit
Tesla Bats Knight Fireball P.E.K.K.A
Tesla Fireball Bats Zap Knight Bandit Magic Archer
Zap Bats Knight Tesla Fireball Bandit Magic Archer
P.E.K.K.A Tesla
Bats Knight Tesla Fireball P.E.K.K.A Bandit

Counters to secondary win conditions

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

Knight Zap Tesla Fireball P.E.K.K.A Bandit
Fireball Bandit Zap Knight Tesla Magic Archer
P.E.K.K.A Bandit Bats Zap Knight
P.E.K.K.A Bats Zap Knight Tesla Fireball Bandit
P.E.K.K.A Knight Tesla Bandit
Fireball Bats Zap Tesla Magic Archer
P.E.K.K.A Bats Knight Tesla Fireball Bandit
P.E.K.K.A Knight Tesla
Zap P.E.K.K.A Bats Knight Fireball Bandit Magic Archer
P.E.K.K.A Tesla
P.E.K.K.A Bats Knight Tesla
P.E.K.K.A Zap Fireball
P.E.K.K.A Knight Tesla Fireball Bandit
Tesla Fireball Magic Archer
Tesla Bats Zap Knight Fireball P.E.K.K.A Magic Archer
Bats Zap Tesla Fireball P.E.K.K.A Magic Archer

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 Magic Archer Knight Bandit
Fireball Zap Bandit Magic Archer
Fireball Bandit Magic Archer
Knight Fireball
Fireball Zap Magic Archer
Fireball Bats Zap Magic Archer
Magic Archer
Fireball Zap Magic Archer
Fireball Zap Bandit
Bats Fireball
Zap Knight Fireball Bandit Magic Archer
Fireball Zap Magic Archer
Knight Fireball Bandit Magic Archer
Fireball Bandit Magic Archer
Zap Fireball Magic Archer
Zap Fireball Bandit Magic Archer
Magic Archer Fireball Bandit
Fireball
Bats
Zap Fireball Bandit Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Magic Archer
Fireball Zap Bandit Magic Archer
Fireball Zap Bandit Magic Archer
Fireball Zap Bandit Magic Archer
Bats Zap Fireball Magic Archer
Zap Bats Fireball
Fireball
Zap Fireball Bandit Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Bats Fireball Bandit Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Knight Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Magic Archer
Bats Zap Fireball Magic Archer
Zap Fireball Bandit Magic Archer

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