My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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 Archers 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 Archers Valkyrie Witch

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

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 Hog Rider

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.

Mini P.E.K.K.A Valkyrie Hog Rider

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.

Mini P.E.K.K.A Valkyrie Hog Rider

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 Archers Hog Rider Skeleton Army
Giant Snowball
Bats Archers Hog Rider Skeleton Army Witch
Zap
Bats Archers Skeleton Army Witch
Barbarian Barrel
Archers Valkyrie Skeleton Army Witch
The Log
Archers Mini P.E.K.K.A Hog Rider Skeleton Army Witch
Earthquake
Archers Hog Rider Skeleton Army Witch
Arrows
Bats Archers Skeleton Army Witch
Royal Delivery
Bats Archers Mini P.E.K.K.A Valkyrie Hog Rider Skeleton Army Witch
Fireball
Archers Hog Rider Skeleton Army Witch
Poison
Bats Archers Skeleton Army Witch
Lightning
Mini P.E.K.K.A Valkyrie Witch
Rocket
Valkyrie Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Valkyrie Skeleton Army

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 Skeleton Army

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 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.

Bats Archers Skeleton Army Fireball Mini P.E.K.K.A Valkyrie Hog Rider Witch

Shortest cycle

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

12 Bats Archers Skeleton Army Fireball

Attack Synergies 5 7

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
Valkyrie Hog Rider Mini P.E.K.K.A
Archers
Valkyrie Mini P.E.K.K.A Hog Rider
Fireball
Hog Rider
Mini P.E.K.K.A
Bats Archers Valkyrie Hog Rider
Valkyrie
Bats Archers Hog Rider Mini P.E.K.K.A Witch
Hog Rider
Bats Fireball Valkyrie Archers Mini P.E.K.K.A Witch
Skeleton Army
Witch
Valkyrie Hog Rider

Defense Synergies 1 11

Bats
Mini P.E.K.K.A Valkyrie
Archers
Valkyrie Mini P.E.K.K.A Skeleton Army Witch
Fireball
Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A
Bats Archers Fireball Valkyrie Skeleton Army Witch
Valkyrie
Archers Bats Fireball Mini P.E.K.K.A Witch
Hog Rider
Skeleton Army
Archers Mini P.E.K.K.A
Witch
Archers Mini P.E.K.K.A Valkyrie

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.

Fireball Valkyrie
Mini P.E.K.K.A Skeleton Army Bats Valkyrie Witch
Mini P.E.K.K.A Skeleton Army Witch Bats Archers Valkyrie
Mini P.E.K.K.A Skeleton Army Witch Bats Valkyrie
Fireball Mini P.E.K.K.A Valkyrie Skeleton Army
Fireball Skeleton Army Bats Archers Valkyrie
Bats Archers Fireball Witch
Fireball Valkyrie
Mini P.E.K.K.A Witch Skeleton Army
Skeleton Army Archers Mini P.E.K.K.A Valkyrie
Bats Archers Valkyrie Skeleton Army Witch Fireball
Bats Archers Fireball Witch
Mini P.E.K.K.A Skeleton Army Bats Fireball Valkyrie Witch
Fireball Valkyrie Skeleton Army Bats Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fireball Mini P.E.K.K.A
Bats Fireball Mini P.E.K.K.A Valkyrie Skeleton Army Witch
Fireball Bats Archers Valkyrie Skeleton Army Witch
Valkyrie Witch Bats Archers Fireball
Mini P.E.K.K.A
Valkyrie Skeleton Army Bats Archers Fireball Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Valkyrie Skeleton Army Archers Fireball Witch
Fireball Archers Mini P.E.K.K.A Valkyrie
Skeleton Army Bats Mini P.E.K.K.A Valkyrie Witch
Mini P.E.K.K.A Valkyrie Skeleton Army Bats Fireball
Mini P.E.K.K.A Valkyrie Skeleton Army Witch
Fireball Bats Archers Witch
Mini P.E.K.K.A Skeleton Army Bats Archers Fireball Valkyrie Witch
Mini P.E.K.K.A Valkyrie Skeleton Army
Bats Fireball Mini P.E.K.K.A Valkyrie Skeleton Army Witch
Witch Skeleton Army
Bats Mini P.E.K.K.A Valkyrie Witch
Skeleton Army Fireball Valkyrie
Mini P.E.K.K.A Skeleton Army Fireball Valkyrie Witch
Archers Fireball Valkyrie Skeleton Army Witch
Skeleton Army Witch Bats Archers Fireball Mini P.E.K.K.A Valkyrie
Bats Valkyrie Archers Fireball Mini P.E.K.K.A Witch

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 Valkyrie
Fireball
Fireball
Fireball Valkyrie
Fireball Valkyrie
Fireball Bats Witch
Archers Witch
Fireball
Fireball
Bats Fireball Mini P.E.K.K.A
Fireball Valkyrie
Fireball Archers
Fireball
Fireball
Fireball
Fireball Witch
Fireball
Fireball
Bats Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A
Fireball Valkyrie Witch
Fireball
Fireball
Fireball
Fireball Valkyrie Witch
Witch
Fireball Witch
Fireball Witch
Fireball
Bats Archers Fireball Witch
Bats Fireball Witch
Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball
Bats Archers Fireball Skeleton Army Witch
Fireball Archers Witch
Fireball
Fireball Mini P.E.K.K.A Valkyrie
Fireball
Fireball
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch

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