My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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 Minions Minion Horde 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 Elixir Collector Witch P.E.K.K.A Mega 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.

Arrows

Punishments

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

Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Minion Horde P.E.K.K.A Mega 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 Minions Minion Horde
Giant Snowball
Bats Minions Minion Horde Witch
Zap
Bats Minions Minion Horde Witch
Barbarian Barrel
Witch
The Log
Witch
Earthquake
Elixir Collector Witch
Arrows
Bats Minions Minion Horde Witch
Royal Delivery
Bats Minions Minion Horde Witch P.E.K.K.A
Fireball
Minions Minion Horde Elixir Collector Witch
Poison
Bats Minions Minion Horde Elixir Collector Witch
Lightning
Elixir Collector Witch
Rocket
Minion Horde Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

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 Collector P.E.K.K.A Mega Knight

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 Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Minions Minion Horde Witch Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

13 Bats Arrows Minions Minion Horde

Attack Synergies 4 6

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
Mega Knight Minions P.E.K.K.A
Arrows
P.E.K.K.A Mega Knight
Minions
Mega Knight Bats P.E.K.K.A
Minion Horde
Mega Knight
Elixir Collector
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Bats Minions Witch
Mega Knight
Bats Minions Minion Horde Arrows Witch

Defense Synergies 1 7

Bats
Minions P.E.K.K.A Mega Knight
Arrows
Mega Knight P.E.K.K.A
Minions
Bats P.E.K.K.A Mega Knight
Minion Horde
Elixir Collector
Witch
Mega Knight
P.E.K.K.A
Bats Arrows Minions
Mega Knight
Arrows Bats Minions 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.

Minions Minion Horde
Minion Horde P.E.K.K.A Bats Minions Witch Mega Knight
Minion Horde Witch P.E.K.K.A Mega Knight Bats Minions
Minion Horde Witch P.E.K.K.A Bats Minions Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Bats Minions Mega Knight
Bats Minions Minion Horde Arrows Witch
Arrows P.E.K.K.A Mega Knight
Minion Horde Witch P.E.K.K.A Minions
Minion Horde Mega Knight
Bats Minions Minion Horde Witch Arrows Mega Knight
Arrows Minions Minion Horde Bats Witch
Minion Horde P.E.K.K.A Mega Knight Bats Minions Witch
Mega Knight Bats Arrows Minions Minion Horde Witch P.E.K.K.A
P.E.K.K.A Minion Horde Mega Knight
Minion Horde P.E.K.K.A Mega Knight
Minion Horde Mega Knight Bats Arrows Minions Witch P.E.K.K.A
Arrows Mega Knight Bats Minions Minion Horde Witch
Arrows Witch Bats Minions Mega Knight
P.E.K.K.A
Mega Knight Bats Arrows Minions Minion Horde Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Witch P.E.K.K.A
Arrows Mega Knight
P.E.K.K.A Mega Knight Bats Minions Minion Horde Witch
P.E.K.K.A Mega Knight Bats Minion Horde
P.E.K.K.A Minion Horde Witch Mega Knight
Arrows Bats Minions Minion Horde Witch
P.E.K.K.A Bats Minions Minion Horde Witch
P.E.K.K.A Mega Knight Minion Horde
Minion Horde P.E.K.K.A Mega Knight Bats Minions Witch
Witch P.E.K.K.A Minion Horde
P.E.K.K.A Mega Knight Bats Minions Minion Horde Witch
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Minion Horde Witch
Minion Horde Witch Mega Knight
Witch Bats Minions Minion Horde P.E.K.K.A
Bats Arrows Minions Mega Knight Minion Horde 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.)

Arrows Minion Horde
Arrows
Arrows Minion Horde
Arrows
Arrows Minion Horde Mega Knight
Arrows Bats Minions Minion Horde Witch
Arrows Minion Horde Witch
Arrows
Arrows
Bats Minions Minion Horde
Arrows Minion Horde
Arrows
Arrows Minions Minion Horde
Arrows
Arrows Minion Horde Witch
Arrows Minion Horde Mega Knight
Arrows
Bats Minions Minion Horde
Arrows Mega Knight
Arrows Witch Mega Knight
Minions Minion Horde Mega Knight
Arrows
Arrows Minion Horde
Arrows Witch Mega Knight
Minion Horde Witch
Arrows Witch
Arrows Witch Mega Knight
Arrows
Bats Arrows Minion Horde Witch
Bats Minions Minion Horde Witch
Minion Horde
Arrows Minion Horde Mega Knight
Arrows Minion Horde
P.E.K.K.A Minion Horde Mega Knight
Arrows
Minion Horde Bats Minions Witch
Arrows Witch
Arrows
Minion Horde Mega Knight
Arrows
Arrows
Minion Horde P.E.K.K.A Mega Knight
Bats Minions Minion Horde Witch
Bats Witch
Witch Mega Knight

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