My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 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 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!
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 Executioner

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 Knight Witch Executioner 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.

Fireball The Log

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Executioner 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 Knight Executioner 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 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 The Log Archers Knight Fireball Witch Executioner P.E.K.K.A

Shortest cycle

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

10 Bats The Log Archers Knight

Attack Synergies 3 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 P.E.K.K.A
Archers
Knight P.E.K.K.A
Knight
Bats Archers Executioner Fireball Witch The Log
Fireball
Knight The Log
Witch
Knight P.E.K.K.A
Executioner
Knight P.E.K.K.A The Log
P.E.K.K.A
Bats Archers Witch Executioner The Log
The Log
Knight Fireball Executioner P.E.K.K.A

Defense Synergies 5 10

Bats
Knight P.E.K.K.A The Log
Archers
Knight Witch P.E.K.K.A The Log
Knight
Bats Archers Executioner Fireball Witch The Log
Fireball
The Log Knight
Witch
Archers Knight The Log
Executioner
Knight The Log
P.E.K.K.A
The Log Bats Archers
The Log
Fireball P.E.K.K.A Bats Archers Knight Witch Executioner

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.

Knight Fireball Executioner The Log
P.E.K.K.A Bats Knight Witch Executioner The Log
Witch P.E.K.K.A Bats Archers Knight Executioner
Witch P.E.K.K.A Bats Knight
Fireball P.E.K.K.A The Log
Fireball The Log Bats Archers Executioner
Bats Archers Fireball Witch Executioner
Fireball P.E.K.K.A The Log
Witch P.E.K.K.A
Knight Archers
Bats Archers Witch Executioner Knight Fireball The Log
Executioner Bats Archers Fireball Witch
P.E.K.K.A Bats Knight Fireball Witch The Log
Fireball Executioner Bats Witch P.E.K.K.A The Log
P.E.K.K.A Knight
Fireball P.E.K.K.A The Log
Bats Knight Fireball Witch Executioner P.E.K.K.A
Fireball Bats Archers Knight Witch Executioner The Log
Witch Executioner The Log Bats Archers Knight Fireball
P.E.K.K.A
Bats Archers Knight Fireball Witch Executioner 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.

Knight Archers Fireball Witch P.E.K.K.A
Fireball Archers Knight Executioner The Log
P.E.K.K.A Bats Knight Witch The Log
P.E.K.K.A Bats Knight Fireball The Log
P.E.K.K.A Knight Witch Executioner
Fireball Executioner Bats Archers Witch
P.E.K.K.A Bats Archers Knight Fireball Witch
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Fireball Witch The Log
Witch P.E.K.K.A
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Fireball The Log
P.E.K.K.A Knight Fireball Witch Executioner
Archers Fireball Witch Executioner
Witch Bats Archers Knight Fireball Executioner P.E.K.K.A The Log
Bats Executioner Archers Fireball 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.)

Fireball Knight The Log
Fireball Executioner The Log
Fireball The Log
Knight Fireball The Log
Fireball Executioner The Log
Fireball Executioner Bats Witch
Archers Witch Executioner The Log
Fireball The Log Executioner
Fireball The Log
Bats Fireball
Knight Fireball The Log
Fireball Archers Executioner
Knight Fireball Executioner The Log
Fireball
Fireball The Log
Fireball Witch Executioner The Log
Fireball Executioner The Log
Fireball
Bats
Archers Fireball Executioner The Log
Fireball Witch The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Witch Executioner
Witch
Fireball The Log Witch Executioner
Fireball Witch The Log
Fireball The Log
Bats Archers Fireball Witch Executioner
Bats Fireball Witch
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Bats Archers Fireball Witch
Fireball Archers Witch Executioner
The Log Fireball
Fireball Knight Executioner
The Log Fireball Executioner
Fireball
Executioner P.E.K.K.A
Bats Fireball Witch The Log
Bats Fireball Witch Executioner
Fireball Witch Executioner The Log

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