My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Minions Inferno Dragon

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 P.E.K.K.A Royal Ghost Inferno Dragon

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.

Rocket

Punishments

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

Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

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 Royal Ghost

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.

Royal Ghost

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 Minions Inferno Dragon
Giant Snowball
Bats Archers Minions Inferno Dragon
Zap
Bats Archers Minions Inferno Dragon
Barbarian Barrel
Archers Knight Royal Ghost
The Log
Archers
Earthquake
Archers
Arrows
Bats Archers Minions
Royal Delivery
Bats Archers Knight Minions P.E.K.K.A Royal Ghost Inferno Dragon
Fireball
Archers Minions Inferno Dragon
Poison
Bats Archers Minions
Lightning
Knight Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Royal Ghost

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 Rocket P.E.K.K.A Royal Ghost Inferno Dragon

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.

Minions

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Knight Minions Royal Ghost Inferno Dragon Rocket P.E.K.K.A

Shortest cycle

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

11 Bats Archers Knight Minions

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 Minions P.E.K.K.A Inferno Dragon
Archers
Knight P.E.K.K.A Royal Ghost Inferno Dragon
Knight
Bats Archers Minions
Minions
Knight Bats P.E.K.K.A Inferno Dragon
Rocket
P.E.K.K.A
Bats Archers Minions
Royal Ghost
Archers
Inferno Dragon
Bats Archers Minions

Defense Synergies 3 6

Bats
Knight Minions P.E.K.K.A Inferno Dragon
Archers
Knight Minions P.E.K.K.A
Knight
Bats Archers Minions
Minions
Knight Bats Archers P.E.K.K.A
Rocket
P.E.K.K.A
Bats Archers Minions
Royal Ghost
Inferno Dragon
Bats

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.

Rocket Knight Minions
P.E.K.K.A Inferno Dragon Bats Knight Minions
Rocket P.E.K.K.A Bats Archers Knight Minions Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight Minions
Rocket P.E.K.K.A
Bats Archers Minions Royal Ghost
Bats Minions Rocket Inferno Dragon Archers
Rocket P.E.K.K.A
P.E.K.K.A Inferno Dragon Minions
Knight Archers Royal Ghost
Bats Archers Minions Knight Royal Ghost
Minions Inferno Dragon Bats Archers
P.E.K.K.A Bats Knight Minions Rocket
Rocket Bats Minions P.E.K.K.A Royal Ghost
P.E.K.K.A Inferno Dragon Knight
Rocket P.E.K.K.A Inferno Dragon
Bats Knight Minions P.E.K.K.A
Bats Archers Knight Minions Royal Ghost
Bats Archers Knight Minions Royal Ghost Inferno Dragon
P.E.K.K.A Inferno Dragon
Royal Ghost Bats Archers Knight Minions P.E.K.K.A

Counters to secondary win conditions

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

Knight Archers P.E.K.K.A Royal Ghost
Archers Knight Rocket Royal Ghost Inferno Dragon
P.E.K.K.A Bats Knight Minions Rocket
Rocket P.E.K.K.A Bats Knight
P.E.K.K.A Knight Inferno Dragon
Rocket Bats Archers Minions
Rocket P.E.K.K.A Bats Archers Knight Minions
P.E.K.K.A Knight Inferno Dragon
Rocket P.E.K.K.A Bats Knight Minions Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight Minions
Rocket P.E.K.K.A
Rocket P.E.K.K.A Knight
Archers
Bats Archers Knight Minions Rocket P.E.K.K.A Inferno Dragon
Bats Minions Archers P.E.K.K.A Royal Ghost Inferno Dragon

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.)

Knight Rocket Royal Ghost
Royal Ghost
Rocket
Knight Rocket
Rocket
Bats Minions Rocket
Archers
Rocket Bats Minions
Rocket Knight
Archers Rocket
Rocket Knight
Minions Rocket
Rocket
Rocket
Rocket
Bats Minions Rocket
Rocket Archers
Rocket
Rocket Minions
Rocket
Rocket
Rocket
Inferno Dragon
Royal Ghost
Rocket
Bats Archers
Rocket Bats Minions
Rocket
Rocket
P.E.K.K.A
Rocket
Bats Archers Minions Rocket
Rocket Archers
Knight Rocket
Rocket
P.E.K.K.A
Bats Minions Rocket
Bats Rocket
Rocket Royal Ghost

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: