My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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 Elixir Golem Witch P.E.K.K.A Sparky

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Sparky

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 Arrows Elixir Golem Rage P.E.K.K.A Sparky

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 Rage Arrows Firecracker Elixir Golem Witch Sparky P.E.K.K.A

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 6 11

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
Firecracker Elixir Golem Rage P.E.K.K.A Sparky
Arrows
P.E.K.K.A Sparky Elixir Golem
Firecracker
Elixir Golem Bats P.E.K.K.A Sparky
Elixir Golem
Firecracker Rage Bats Arrows Witch Sparky
Rage
Elixir Golem Witch Sparky Bats
Witch
Rage Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Bats Firecracker Witch
Sparky
Arrows Rage Bats Firecracker Elixir Golem

Defense Synergies 0 6

Bats
Firecracker P.E.K.K.A Sparky
Arrows
P.E.K.K.A Sparky
Firecracker
Bats P.E.K.K.A
Elixir Golem
Rage
Witch
P.E.K.K.A
Bats Arrows Firecracker
Sparky
Bats Arrows

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.

Firecracker Sparky
P.E.K.K.A Sparky Bats Firecracker Witch
Witch P.E.K.K.A Sparky Bats
Witch P.E.K.K.A Sparky Bats Firecracker
Arrows Firecracker P.E.K.K.A Sparky
Arrows Bats Firecracker
Bats Arrows Firecracker Witch
Arrows P.E.K.K.A Sparky
Witch P.E.K.K.A Sparky
Firecracker Sparky
Bats Witch Arrows Firecracker
Arrows Bats Firecracker Witch
P.E.K.K.A Sparky Bats Witch
Sparky Bats Arrows Firecracker Witch P.E.K.K.A
P.E.K.K.A Sparky
P.E.K.K.A Sparky
Sparky Bats Arrows Firecracker Witch P.E.K.K.A
Arrows Bats Firecracker Witch
Arrows Witch Bats Firecracker
P.E.K.K.A Sparky
Bats Arrows Firecracker Witch P.E.K.K.A Sparky

Counters to secondary win conditions

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

Witch P.E.K.K.A Sparky
Arrows Firecracker
P.E.K.K.A Bats Witch Sparky
P.E.K.K.A Bats Sparky
P.E.K.K.A Witch Sparky
Arrows Firecracker Bats Witch
P.E.K.K.A Sparky Bats Witch
P.E.K.K.A Sparky
P.E.K.K.A Bats Firecracker Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Bats Witch Sparky
P.E.K.K.A Arrows
P.E.K.K.A Witch Sparky
Firecracker Witch Sparky
Witch Sparky Bats Firecracker P.E.K.K.A
Bats Arrows Firecracker Witch P.E.K.K.A Sparky

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.)

Arrows Firecracker Sparky
Arrows Firecracker
Arrows Sparky
Arrows Firecracker Sparky
Arrows Firecracker Sparky
Arrows Firecracker Bats Witch
Arrows Firecracker Witch Sparky
Arrows Firecracker
Arrows Firecracker
Bats Sparky
Firecracker Arrows Sparky
Arrows Firecracker
Firecracker Sparky
Arrows Firecracker
Arrows Firecracker Sparky
Arrows Firecracker Witch Sparky
Arrows Firecracker Sparky
Arrows Sparky
Bats Sparky
Arrows Firecracker Sparky
Arrows Firecracker Witch
Sparky
Arrows
Sparky
Arrows
Arrows Firecracker Witch Sparky
Witch
Arrows Firecracker Witch Sparky
Arrows Witch Sparky
Arrows Firecracker Sparky
Bats Arrows Firecracker Witch Sparky
Bats Firecracker Witch
Sparky
Arrows Sparky
Arrows Firecracker Sparky
P.E.K.K.A Sparky
Arrows Firecracker Sparky
Bats Witch
Arrows Firecracker Witch
Arrows
Firecracker Sparky
Arrows Firecracker
Arrows Sparky
Firecracker P.E.K.K.A Sparky
Bats Firecracker Witch Sparky
Firecracker Bats Witch
Firecracker Witch Sparky

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