My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch Magic Archer

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 Knight Wizard Witch P.E.K.K.A Electro Giant Magic Archer

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rage

Punishments

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

Electro Giant

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.

Knight P.E.K.K.A Electro Giant Magic Archer

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.

Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Giant Magic Archer

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 Rage P.E.K.K.A Electro Giant

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.

Wizard 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 Rage Knight Magic Archer Wizard Witch P.E.K.K.A Electro Giant

Shortest cycle

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

11 Bats Rage Knight Magic Archer

Attack Synergies 3 8

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 Rage P.E.K.K.A
Knight
Bats Wizard Witch Magic Archer
Wizard
Knight Rage P.E.K.K.A
Rage
Witch Bats Wizard
Witch
Rage Knight P.E.K.K.A
P.E.K.K.A
Magic Archer Bats Wizard Witch
Electro Giant
Magic Archer
P.E.K.K.A Knight

Defense Synergies 2 4

Bats
Knight P.E.K.K.A
Knight
Bats Magic Archer Wizard Witch
Wizard
Knight P.E.K.K.A
Rage
Witch
Knight
P.E.K.K.A
Bats Wizard
Electro Giant
Magic Archer
Knight

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 Wizard Magic Archer
P.E.K.K.A Bats Knight Witch
Witch P.E.K.K.A Bats Knight
Witch P.E.K.K.A Bats Knight
P.E.K.K.A
Bats Magic Archer
Bats Wizard Witch Magic Archer
P.E.K.K.A Electro Giant Magic Archer
Witch P.E.K.K.A
Knight
Bats Witch Knight Wizard Electro Giant Magic Archer
Bats Wizard Witch Magic Archer
P.E.K.K.A Bats Knight Wizard Witch
Wizard Bats Witch P.E.K.K.A Magic Archer
P.E.K.K.A Knight
P.E.K.K.A Electro Giant
Wizard Bats Knight Witch P.E.K.K.A
Bats Knight Wizard Witch Magic Archer
Wizard Witch Bats Knight Magic Archer
P.E.K.K.A
Wizard Bats Knight Witch P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Knight Witch P.E.K.K.A Electro Giant
Knight Wizard Magic Archer
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Bats Knight
P.E.K.K.A Knight Witch
Wizard Electro Giant Bats Witch Magic Archer
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Witch Magic Archer
Witch P.E.K.K.A
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Electro Giant
P.E.K.K.A Knight Wizard Witch
Wizard Witch Electro Giant Magic Archer
Witch Electro Giant Bats Knight P.E.K.K.A Magic Archer
Bats Wizard Witch P.E.K.K.A Electro Giant Magic Archer

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.)

Magic Archer Knight
Magic Archer
Magic Archer
Knight
Wizard Magic Archer
Wizard Electro Giant Bats Witch Magic Archer
Wizard Witch Magic Archer
Wizard Magic Archer
Wizard
Bats
Knight Wizard Magic Archer
Wizard Magic Archer
Knight Magic Archer
Magic Archer
Magic Archer
Wizard Witch Magic Archer
Magic Archer Wizard
Bats
Wizard Magic Archer
Wizard Witch Electro Giant Magic Archer
Magic Archer
Wizard
Electro Giant Wizard Witch Magic Archer
Witch
Wizard Witch Magic Archer
Wizard Witch Magic Archer
Magic Archer
Bats Wizard Witch Electro Giant Magic Archer
Bats Wizard Witch Electro Giant
Wizard Magic Archer
Magic Archer
P.E.K.K.A
Wizard Magic Archer
Bats Witch Magic Archer
Wizard Witch Magic Archer
Knight Wizard Magic Archer
Wizard Magic Archer
Electro Giant
P.E.K.K.A
Electro Giant Bats Witch Magic Archer
Bats Witch Magic Archer
Witch Electro Giant Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: