My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Knight Dark Prince Witch Prince 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.

Zap

Punishments

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

Dark Prince Prince 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.

Knight Dark Prince Prince 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.

Dark Prince

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 Dark Prince Prince
Giant Snowball
Bats Witch Princess
Zap
Bats Dark Prince Witch Prince Princess
Barbarian Barrel
Knight Dark Prince Witch Princess
The Log
Dark Prince Witch Prince Princess
Earthquake
Witch
Arrows
Bats Witch Princess
Royal Delivery
Bats Knight Dark Prince Witch Prince P.E.K.K.A Princess
Fireball
Witch Princess
Poison
Bats Witch Princess
Lightning
Knight Dark Prince Witch Prince
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince 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 Knight Dark Prince Prince 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.

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 Zap Knight Princess Dark Prince Witch Prince P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Princess

Attack Synergies 5 16

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 Zap Dark Prince Prince P.E.K.K.A
Zap
Prince P.E.K.K.A Bats Knight Dark Prince Witch Princess
Knight
Bats Princess Zap Witch Prince
Dark Prince
Prince Bats Zap Witch Princess
Witch
Zap Knight Dark Prince Prince P.E.K.K.A
Prince
Zap Dark Prince Bats Knight Witch Princess
P.E.K.K.A
Zap Bats Witch Princess
Princess
Knight Zap Dark Prince Prince P.E.K.K.A

Defense Synergies 2 16

Bats
Knight Zap Dark Prince Prince P.E.K.K.A
Zap
Bats Knight Dark Prince Witch Prince P.E.K.K.A Princess
Knight
Bats Princess Zap Witch
Dark Prince
Bats Zap Witch Prince Princess
Witch
Zap Knight Dark Prince Prince
Prince
Bats Zap Dark Prince Witch
P.E.K.K.A
Bats Zap Princess
Princess
Knight Zap Dark Prince P.E.K.K.A

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.

Zap Knight
P.E.K.K.A Bats Zap Knight Dark Prince Witch Prince
Witch Prince P.E.K.K.A Bats Knight Dark Prince
Witch Prince P.E.K.K.A Bats Knight Dark Prince
Dark Prince Prince P.E.K.K.A Princess
Bats Zap Dark Prince
Bats Zap Witch Princess
Zap P.E.K.K.A
Witch P.E.K.K.A Prince Princess
Knight Dark Prince Prince
Bats Witch Zap Knight Dark Prince Princess
Bats Zap Witch Princess
Prince P.E.K.K.A Bats Zap Knight Dark Prince Witch
Bats Zap Dark Prince Witch Prince P.E.K.K.A Princess
P.E.K.K.A Knight Prince
Zap Prince P.E.K.K.A
Bats Knight Dark Prince Witch Prince P.E.K.K.A
Bats Zap Knight Dark Prince Witch Prince
Zap Witch Bats Knight Dark Prince Princess
P.E.K.K.A Prince
Dark Prince Bats Knight Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Dark Prince Witch Prince P.E.K.K.A
Zap Knight Prince
P.E.K.K.A Bats Zap Knight Dark Prince Witch Prince
Dark Prince Prince P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Dark Prince Witch Prince
Bats Zap Witch Princess
Dark Prince Prince P.E.K.K.A Bats Knight Witch
P.E.K.K.A Knight Dark Prince Prince
Zap P.E.K.K.A Bats Knight Dark Prince Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Bats Knight Dark Prince Witch Prince
P.E.K.K.A Zap Dark Prince Prince
Dark Prince Prince P.E.K.K.A Knight Witch
Witch Princess
Witch Bats Zap Knight Dark Prince Prince P.E.K.K.A
Bats Zap Dark Prince Witch P.E.K.K.A 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 Knight
Zap Princess
Knight Dark Prince Prince
Zap Dark Prince
Bats Zap Witch Princess
Witch Princess
Zap Princess
Zap
Bats Prince
Zap Knight Dark Prince Prince Princess
Zap Princess
Knight Princess
Princess
Princess Zap Prince
Zap Witch Princess
Princess
Bats
Zap Dark Prince Prince Princess
Zap Witch Princess
Prince
Princess
Prince
Zap
Zap Dark Prince Witch Princess
Witch
Zap Witch Princess
Zap Witch Prince Princess
Zap
Bats Zap Witch Princess
Zap Bats Witch
Zap
Zap Princess
P.E.K.K.A Prince
Princess
Zap Bats Dark Prince Witch Prince Princess
Zap Witch Princess
Knight Dark Prince Prince Princess
Zap Princess
Zap
Dark Prince Prince P.E.K.K.A
Zap Bats Witch Princess
Bats Zap Witch Princess
Zap Dark Prince Witch Prince Princess

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