My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Baby Dragon 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 Baby Dragon Witch P.E.K.K.A

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 Void

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.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Baby Dragon

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 Baby Dragon 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 Arrows Firecracker Elixir Golem Void Baby Dragon Witch P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Firecracker Elixir Golem

Attack Synergies 3 12

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 Baby Dragon P.E.K.K.A
Arrows
Void P.E.K.K.A Elixir Golem
Firecracker
Elixir Golem Bats Baby Dragon P.E.K.K.A
Elixir Golem
Firecracker Bats Arrows Baby Dragon Witch
Void
Arrows
Baby Dragon
Bats Firecracker Elixir Golem Witch P.E.K.K.A
Witch
Elixir Golem Baby Dragon P.E.K.K.A
P.E.K.K.A
Arrows Bats Firecracker Baby Dragon Witch

Defense Synergies 0 9

Bats
Firecracker Baby Dragon P.E.K.K.A
Arrows
Void P.E.K.K.A
Firecracker
Bats Baby Dragon P.E.K.K.A
Elixir Golem
Void
Arrows
Baby Dragon
Bats Firecracker Witch P.E.K.K.A
Witch
Baby Dragon
P.E.K.K.A
Bats Arrows Firecracker Baby Dragon

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 Void Baby Dragon
P.E.K.K.A Bats Firecracker Witch
Witch P.E.K.K.A Bats Void
Witch P.E.K.K.A Bats Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Bats Firecracker Baby Dragon
Bats Arrows Firecracker Void Baby Dragon Witch
Arrows Void Baby Dragon P.E.K.K.A
Witch P.E.K.K.A
Firecracker
Bats Witch Arrows Firecracker Baby Dragon
Arrows Bats Firecracker Baby Dragon Witch
P.E.K.K.A Bats Witch
Bats Arrows Firecracker Baby Dragon Witch P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Bats Arrows Firecracker Witch P.E.K.K.A
Arrows Bats Firecracker Baby Dragon Witch
Arrows Baby Dragon Witch Bats Firecracker
P.E.K.K.A
Bats Arrows Firecracker Baby Dragon Witch P.E.K.K.A

Counters to secondary win conditions

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

Void Witch P.E.K.K.A
Void Arrows Firecracker Baby Dragon
P.E.K.K.A Bats Witch
P.E.K.K.A Bats
P.E.K.K.A Witch
Arrows Firecracker Bats Baby Dragon Witch
P.E.K.K.A Bats Void Witch
P.E.K.K.A
Void P.E.K.K.A Bats Firecracker Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Witch
P.E.K.K.A Arrows Void
P.E.K.K.A Witch
Firecracker Baby Dragon Witch
Witch Bats Firecracker Baby Dragon P.E.K.K.A
Bats Arrows Firecracker Baby Dragon Witch P.E.K.K.A

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.)

Void Arrows Firecracker Baby Dragon
Arrows Firecracker Void Baby Dragon
Arrows Void Baby Dragon
Arrows Firecracker Void
Arrows Firecracker Baby Dragon
Arrows Firecracker Bats Baby Dragon Witch
Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows Void Firecracker
Bats Void
Firecracker Void Arrows
Void Arrows Firecracker Baby Dragon
Firecracker Void Baby Dragon
Arrows Firecracker Void Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows
Bats
Void Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch
Void Baby Dragon
Arrows Void
Void
Arrows Void Baby Dragon
Arrows Firecracker Baby Dragon Witch
Witch
Arrows Firecracker Void Baby Dragon Witch
Void Arrows Baby Dragon Witch
Void Arrows Firecracker Baby Dragon
Bats Arrows Firecracker Baby Dragon Witch
Bats Firecracker Void Witch
Void
Void Arrows
Void Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Bats Void Witch
Arrows Firecracker Baby Dragon Witch
Arrows
Void Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Void Arrows
Firecracker P.E.K.K.A
Bats Firecracker Baby Dragon Witch
Firecracker Bats Void Witch
Void Firecracker Baby Dragon Witch

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