My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Archers Minions Night 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 Archers Royal Giant Royal Recruits Night Witch

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Royal Recruits Mini P.E.K.K.A

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.

Royal Giant Royal Recruits Mini P.E.K.K.A

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 Archers Minions Royal Giant Royal Recruits Night Witch
Giant Snowball
Bats Archers Minions Royal Recruits Night Witch
Zap
Bats Archers Minions Royal Giant Night Witch
Barbarian Barrel
Archers Royal Recruits Night Witch
The Log
Archers Royal Giant Royal Recruits Mini P.E.K.K.A
Earthquake
Archers
Arrows
Bats Archers Minions Royal Recruits Night Witch
Royal Delivery
Bats Archers Minions Royal Recruits Mini P.E.K.K.A Night Witch
Fireball
Archers Minions Night Witch
Poison
Bats Archers Minions Royal Recruits Night Witch
Lightning
Mini P.E.K.K.A Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Royal Recruits Mini P.E.K.K.A Night Witch

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.

Royal 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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Minions Mini P.E.K.K.A Night Witch Royal Giant Royal Recruits

Shortest cycle

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

11 Bats Archers Arrows Minions

Attack Synergies 3 12

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
Royal Giant Minions Royal Recruits Mini P.E.K.K.A
Archers
Arrows Royal Giant Royal Recruits Mini P.E.K.K.A
Arrows
Royal Giant Archers Mini P.E.K.K.A Night Witch
Minions
Royal Giant Bats Royal Recruits Mini P.E.K.K.A
Royal Giant
Bats Arrows Minions Archers Night Witch
Royal Recruits
Bats Archers Minions
Mini P.E.K.K.A
Bats Archers Arrows Minions
Night Witch
Arrows Royal Giant

Defense Synergies 0 8

Bats
Minions Royal Recruits Mini P.E.K.K.A
Archers
Minions Royal Recruits Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A
Minions
Bats Archers Royal Recruits
Royal Giant
Royal Recruits
Bats Archers Minions
Mini P.E.K.K.A
Bats Archers Arrows
Night 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 Royal Recruits
Mini P.E.K.K.A Bats Minions Royal Recruits Night Witch
Mini P.E.K.K.A Bats Archers Minions Royal Recruits Night Witch
Royal Recruits Mini P.E.K.K.A Night Witch Bats Minions
Arrows Royal Recruits Mini P.E.K.K.A
Arrows Bats Archers Minions Night Witch
Bats Minions Archers Arrows Night Witch
Arrows Royal Recruits
Mini P.E.K.K.A Minions Royal Recruits Night Witch
Archers Royal Recruits Mini P.E.K.K.A Night Witch
Bats Archers Minions Arrows Royal Recruits Night Witch
Arrows Minions Bats Archers Night Witch
Royal Recruits Mini P.E.K.K.A Night Witch Bats Minions
Bats Arrows Minions Royal Recruits Mini P.E.K.K.A Night Witch
Royal Recruits Mini P.E.K.K.A
Royal Recruits Mini P.E.K.K.A
Bats Arrows Minions Royal Recruits Mini P.E.K.K.A Night Witch
Arrows Bats Archers Minions Royal Recruits Night Witch
Arrows Bats Archers Minions Royal Recruits
Mini P.E.K.K.A Royal Recruits
Royal Recruits Bats Archers Arrows Minions Mini P.E.K.K.A Night Witch

Counters to secondary win conditions

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

Royal Recruits Mini P.E.K.K.A Archers
Archers Arrows Mini P.E.K.K.A
Royal Recruits Bats Minions Mini P.E.K.K.A
Royal Recruits Mini P.E.K.K.A Bats Night Witch
Royal Recruits Mini P.E.K.K.A Night Witch
Arrows Bats Archers Minions
Royal Recruits Mini P.E.K.K.A Bats Archers Minions Night Witch
Mini P.E.K.K.A Royal Recruits
Royal Recruits Bats Minions Mini P.E.K.K.A
Royal Recruits
Bats Minions Royal Recruits Mini P.E.K.K.A
Royal Recruits Arrows
Royal Recruits Mini P.E.K.K.A Night Witch
Royal Recruits Archers
Royal Recruits Bats Archers Minions Mini P.E.K.K.A Night Witch
Bats Arrows Minions Archers Royal Recruits Mini 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 Royal Recruits
Arrows
Arrows
Arrows Royal Recruits
Arrows
Arrows Bats Minions
Archers Arrows
Arrows
Arrows
Bats Minions Mini P.E.K.K.A Night Witch
Arrows Royal Recruits
Archers Arrows
Arrows Minions
Arrows
Arrows
Arrows Royal Recruits
Arrows
Bats Minions Mini P.E.K.K.A Night Witch
Archers Arrows Mini P.E.K.K.A
Arrows
Minions Night Witch
Arrows
Arrows Royal Recruits
Arrows
Arrows
Arrows
Arrows
Bats Archers Arrows Night Witch
Bats Minions
Mini P.E.K.K.A Night Witch
Arrows Night Witch
Arrows
Arrows
Bats Archers Minions Royal Recruits Night Witch
Archers Arrows
Arrows
Mini P.E.K.K.A
Arrows
Arrows
Royal Recruits
Bats Minions Royal Recruits
Bats
Royal Recruits

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