My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM No direct tower 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 spells that can finish it off. 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker Zappies Mother 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 Zappies Giant Skeleton Mother Witch Golden Knight

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.

Missing

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 Golden Knight

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.

Mini P.E.K.K.A Giant Skeleton

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 Mini P.E.K.K.A Giant Skeleton Golden Knight

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 Clone Giant Skeleton
Giant Snowball
Bats Zappies Clone
Zap
Bats Firecracker Zappies Clone
Barbarian Barrel
Firecracker Zappies Clone Giant Skeleton
The Log
Firecracker Mini P.E.K.K.A Zappies Clone Giant Skeleton
Earthquake
Firecracker Zappies Clone
Arrows
Bats Firecracker Zappies Clone
Royal Delivery
Bats Firecracker Mini P.E.K.K.A Zappies Clone Giant Skeleton Mother Witch
Fireball
Firecracker Zappies Clone Mother Witch
Poison
Bats Firecracker Zappies Clone Mother Witch
Lightning
Mini P.E.K.K.A Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Mini P.E.K.K.A Clone Giant Skeleton Mother 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Firecracker Clone Mini P.E.K.K.A Zappies Mother Witch Golden Knight Giant Skeleton

Shortest cycle

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

12 Bats Firecracker Clone Mini P.E.K.K.A

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
Giant Skeleton Firecracker Mini P.E.K.K.A Clone
Firecracker
Bats Mini P.E.K.K.A Zappies Giant Skeleton
Mini P.E.K.K.A
Bats Firecracker Giant Skeleton
Zappies
Firecracker Clone Giant Skeleton
Clone
Giant Skeleton Bats Zappies
Giant Skeleton
Bats Clone Firecracker Mini P.E.K.K.A Zappies Mother Witch
Mother Witch
Giant Skeleton
Golden Knight

Defense Synergies 0 15

Bats
Firecracker Mini P.E.K.K.A Zappies Giant Skeleton Golden Knight
Firecracker
Bats Mini P.E.K.K.A Zappies Giant Skeleton Golden Knight
Mini P.E.K.K.A
Bats Firecracker Mother Witch
Zappies
Bats Firecracker Giant Skeleton Mother Witch Golden Knight
Clone
Giant Skeleton
Bats Firecracker Zappies Mother Witch
Mother Witch
Mini P.E.K.K.A Zappies Giant Skeleton Golden Knight
Golden Knight
Bats Firecracker Zappies Mother 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.

Firecracker Zappies Golden Knight
Mini P.E.K.K.A Bats Firecracker Zappies
Mini P.E.K.K.A Bats Zappies Giant Skeleton
Mini P.E.K.K.A Bats Firecracker Zappies
Firecracker Mini P.E.K.K.A Giant Skeleton
Bats Firecracker Zappies Mother Witch
Bats Firecracker Zappies
Giant Skeleton Golden Knight
Mini P.E.K.K.A Zappies
Firecracker Mini P.E.K.K.A Zappies Giant Skeleton
Bats Mother Witch Firecracker Zappies Giant Skeleton
Bats Firecracker Zappies
Mini P.E.K.K.A Bats Zappies Giant Skeleton
Bats Firecracker Mini P.E.K.K.A Zappies Golden Knight
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies
Bats Firecracker Mini P.E.K.K.A Zappies
Bats Firecracker Zappies Golden Knight
Bats Firecracker Zappies Giant Skeleton Mother Witch
Mini P.E.K.K.A Zappies
Bats Firecracker Mini P.E.K.K.A Zappies Giant Skeleton Mother 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 Zappies Giant Skeleton
Firecracker Mini P.E.K.K.A
Zappies Giant Skeleton Bats Mini P.E.K.K.A Golden Knight
Mini P.E.K.K.A Giant Skeleton Bats Zappies
Giant Skeleton Mini P.E.K.K.A Zappies
Firecracker Mother Witch Bats Zappies
Mini P.E.K.K.A Bats Zappies Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Zappies
Giant Skeleton Bats Firecracker Mini P.E.K.K.A Zappies
Zappies
Bats Mini P.E.K.K.A Zappies Giant Skeleton Golden Knight
Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Zappies Golden Knight
Firecracker Zappies
Zappies Bats Firecracker Mini P.E.K.K.A Giant Skeleton Golden Knight
Bats Firecracker Mini P.E.K.K.A Zappies Giant Skeleton Mother Witch Golden Knight

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 Giant Skeleton Golden Knight
Firecracker Golden Knight
Giant Skeleton
Firecracker Giant Skeleton
Firecracker
Firecracker Mother Witch Bats
Firecracker
Firecracker
Firecracker Golden Knight
Bats Mini P.E.K.K.A
Firecracker Golden Knight
Firecracker
Firecracker Golden Knight
Firecracker
Firecracker
Firecracker Golden Knight
Firecracker
Bats Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A
Firecracker Mother Witch Golden Knight
Giant Skeleton
Firecracker Mother Witch
Firecracker Golden Knight
Golden Knight
Firecracker Golden Knight
Bats Firecracker Mother Witch
Bats Firecracker Zappies
Mini P.E.K.K.A
Firecracker Zappies
Giant Skeleton
Firecracker
Bats Zappies
Firecracker Zappies
Firecracker Mini P.E.K.K.A
Firecracker
Giant Skeleton
Firecracker
Bats Firecracker Zappies Giant Skeleton Golden Knight
Firecracker Bats Zappies
Firecracker Giant Skeleton Golden Knight

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