My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Wizard Witch Princess

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 Wizard Witch P.E.K.K.A Princess

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.

Rage The Log

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 Princess

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 P.E.K.K.A Princess

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.

Mini P.E.K.K.A

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 Princess
Zap
Bats Witch Princess
Barbarian Barrel
Wizard Witch Princess
The Log
Mini P.E.K.K.A Witch Princess
Earthquake
Witch
Arrows
Bats Witch Princess
Royal Delivery
Bats Mini P.E.K.K.A Wizard Witch P.E.K.K.A Princess
Fireball
Wizard Witch Princess
Poison
Bats Wizard Witch Princess
Lightning
Mini P.E.K.K.A Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log Princess

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Rage P.E.K.K.A Princess

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Princess

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage The Log Princess Mini P.E.K.K.A Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Bats Rage The Log Princess

Attack Synergies 1 13

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
Mini P.E.K.K.A Rage P.E.K.K.A
Mini P.E.K.K.A
Bats Wizard Rage The Log Princess
Wizard
Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Witch Bats Mini P.E.K.K.A Wizard
Witch
Rage P.E.K.K.A
P.E.K.K.A
Bats Wizard Witch The Log Princess
The Log
Mini P.E.K.K.A P.E.K.K.A Princess
Princess
Mini P.E.K.K.A P.E.K.K.A The Log

Defense Synergies 2 11

Bats
Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Bats Wizard Witch Princess
Wizard
Mini P.E.K.K.A P.E.K.K.A The Log
Rage
Witch
Mini P.E.K.K.A The Log
P.E.K.K.A
The Log Bats Wizard Princess
The Log
Mini P.E.K.K.A P.E.K.K.A Bats Wizard Witch Princess
Princess
Mini P.E.K.K.A P.E.K.K.A The Log

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.

Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Bats Witch The Log
Mini P.E.K.K.A Witch P.E.K.K.A Bats
Mini P.E.K.K.A Witch P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A The Log Princess
The Log Bats
Bats Wizard Witch Princess
P.E.K.K.A The Log
Mini P.E.K.K.A Witch P.E.K.K.A Princess
Mini P.E.K.K.A
Bats Witch Wizard The Log Princess
Bats Wizard Witch Princess
Mini P.E.K.K.A P.E.K.K.A Bats Wizard Witch The Log
Wizard Bats Mini P.E.K.K.A Witch P.E.K.K.A The Log Princess
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Bats Mini P.E.K.K.A Witch P.E.K.K.A
Bats Wizard Witch The Log
Wizard Witch The Log Bats Princess
Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Mini P.E.K.K.A Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A Wizard The Log
P.E.K.K.A Bats Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A P.E.K.K.A Bats The Log
P.E.K.K.A Mini P.E.K.K.A Witch
Wizard Bats Witch Princess
Mini P.E.K.K.A P.E.K.K.A Bats Witch
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A Witch The Log
Witch P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A Witch
P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Wizard Witch
Wizard Witch Princess
Witch Bats Mini P.E.K.K.A P.E.K.K.A The Log
Bats Mini P.E.K.K.A Wizard Witch P.E.K.K.A The Log Princess

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.)

Princess The Log
The Log Princess
The Log
The Log
Wizard The Log
Wizard Bats Witch Princess
Wizard Witch The Log Princess
The Log Wizard Princess
The Log Wizard
Bats Mini P.E.K.K.A
Wizard The Log Princess
Wizard Princess
The Log Princess
Princess
Princess The Log
Wizard Witch The Log Princess
Wizard The Log Princess
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard The Log Princess
Wizard Witch The Log Princess
The Log
Wizard Princess
The Log
The Log
The Log Wizard Witch Princess
Witch
The Log Wizard Witch Princess
Wizard Witch The Log Princess
The Log
Bats Wizard Witch Princess
Bats Wizard Witch
Mini P.E.K.K.A
Wizard The Log
Princess
P.E.K.K.A
Wizard The Log Princess
Bats Witch Princess
Wizard Witch Princess
The Log
Mini P.E.K.K.A Wizard Princess
The Log Wizard Princess
P.E.K.K.A
Bats Witch The Log Princess
Bats Witch Princess
Witch The Log Princess

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