My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Void Phoenix 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Cannon

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 Witch 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 The Log

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.

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

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 The Log

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 Guards 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Cannon Firecracker Guards Witch P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Cannon

Attack Synergies 2 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
Zap Firecracker P.E.K.K.A
Zap
Firecracker P.E.K.K.A Bats Guards Witch The Log
Cannon
Firecracker
Zap Bats P.E.K.K.A
Guards
Zap The Log
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Bats Firecracker Witch The Log
The Log
Zap Guards P.E.K.K.A

Defense Synergies 4 18

Bats
Zap Cannon Firecracker P.E.K.K.A The Log
Zap
Cannon Bats Firecracker Guards Witch P.E.K.K.A The Log
Cannon
Zap The Log Bats Firecracker Guards Witch
Firecracker
The Log Bats Zap Cannon Guards P.E.K.K.A
Guards
Zap Cannon Firecracker Witch The Log
Witch
Zap Cannon Guards The Log
P.E.K.K.A
The Log Bats Zap Firecracker
The Log
Cannon Firecracker P.E.K.K.A Bats Zap Guards Witch

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 Cannon Firecracker The Log
P.E.K.K.A Bats Zap Cannon Firecracker Witch The Log
Cannon Witch P.E.K.K.A Bats
Cannon Witch P.E.K.K.A Bats Firecracker Guards
Firecracker P.E.K.K.A The Log
The Log Bats Zap Cannon Firecracker Guards
Bats Zap Cannon Firecracker Witch
Zap Cannon P.E.K.K.A The Log
Cannon Witch P.E.K.K.A
Guards Cannon Firecracker
Bats Guards Witch Zap Cannon Firecracker The Log
Bats Zap Firecracker Witch
Cannon P.E.K.K.A Bats Zap Guards Witch The Log
Bats Zap Cannon Firecracker Guards Witch P.E.K.K.A The Log
P.E.K.K.A Cannon
Zap Cannon P.E.K.K.A The Log
Bats Cannon Firecracker Witch P.E.K.K.A
Cannon Bats Zap Firecracker Guards Witch The Log
Zap Witch The Log Bats Cannon Firecracker Guards
P.E.K.K.A Cannon
Bats Cannon Firecracker Guards Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Guards Zap Witch P.E.K.K.A
Zap Firecracker The Log
Guards P.E.K.K.A Bats Zap Witch The Log
Guards P.E.K.K.A Bats Zap The Log
P.E.K.K.A Cannon Guards Witch
Firecracker Bats Zap Witch
Guards P.E.K.K.A Bats Witch
P.E.K.K.A
Zap P.E.K.K.A Bats Firecracker Witch The Log
Witch P.E.K.K.A Cannon Guards
P.E.K.K.A Bats Guards Witch
P.E.K.K.A Zap Guards The Log
P.E.K.K.A Cannon Guards Witch
Cannon Firecracker Witch
Guards Witch Bats Zap Firecracker P.E.K.K.A The Log
Bats Zap Cannon Firecracker Witch P.E.K.K.A The Log

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 Guards The Log
Firecracker Zap The Log
The Log
Firecracker Guards The Log
Zap Firecracker The Log
Firecracker Bats Zap Witch
Firecracker Witch The Log
The Log Zap Firecracker
The Log Zap Firecracker
Bats Guards
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker Witch The Log
Firecracker The Log
Bats
Zap Firecracker The Log
Zap Firecracker Witch The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log Witch
Witch
Firecracker The Log Zap Witch
Zap Witch The Log
Zap Firecracker The Log
Bats Zap Firecracker Witch
Zap Bats Firecracker Guards Witch
Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap Bats Guards Witch
Zap Firecracker Witch
The Log
Firecracker
The Log Zap Firecracker
Zap
Firecracker P.E.K.K.A
Zap Bats Firecracker Guards Witch The Log
Firecracker Bats Zap Witch
Zap Firecracker Witch The Log

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