My Best Clash Royale Deck

Deck Check Rating

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

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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Inferno Tower Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone Inferno Tower

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 Tombstone Witch P.E.K.K.A

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.

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

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
Giant Snowball
Bats Archers Tombstone Witch
Zap
Bats Archers Tombstone Inferno Tower Witch
Barbarian Barrel
Archers Tombstone Inferno Tower Witch
The Log
Archers Tombstone Witch
Earthquake
Archers Tombstone Inferno Tower Witch
Arrows
Bats Archers Tombstone Witch
Royal Delivery
Bats Archers Witch P.E.K.K.A
Fireball
Archers Tombstone Inferno Tower Witch
Poison
Bats Archers Tombstone Inferno Tower Witch
Lightning
Tombstone Inferno Tower Witch
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Tombstone Inferno Tower P.E.K.K.A

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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Archers Tombstone Fireball Inferno Tower Witch P.E.K.K.A

Shortest cycle

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

10 Bats The Log Archers Tombstone

Attack Synergies 0 5

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
P.E.K.K.A
Archers
P.E.K.K.A
Tombstone
Fireball
The Log
Inferno Tower
Witch
P.E.K.K.A
P.E.K.K.A
Bats Archers Witch The Log
The Log
Fireball P.E.K.K.A

Defense Synergies 3 11

Bats
Inferno Tower P.E.K.K.A The Log
Archers
Tombstone Inferno Tower Witch P.E.K.K.A The Log
Tombstone
Archers Fireball
Fireball
The Log Tombstone Inferno Tower
Inferno Tower
The Log Bats Archers Fireball
Witch
Archers The Log
P.E.K.K.A
The Log Bats Archers
The Log
Fireball Inferno Tower P.E.K.K.A Bats Archers 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.

Tombstone Fireball Inferno Tower The Log
Inferno Tower P.E.K.K.A Bats Tombstone Witch The Log
Inferno Tower Witch P.E.K.K.A Bats Archers Tombstone
Inferno Tower Witch P.E.K.K.A Bats Tombstone
Tombstone Fireball P.E.K.K.A The Log
Fireball The Log Bats Archers
Bats Inferno Tower Archers Tombstone Fireball Witch
Fireball Inferno Tower P.E.K.K.A The Log
Inferno Tower Witch P.E.K.K.A Tombstone
Archers Inferno Tower
Bats Archers Witch Tombstone Fireball The Log
Inferno Tower Bats Archers Fireball Witch
Tombstone Inferno Tower P.E.K.K.A Bats Fireball Witch The Log
Fireball Bats Tombstone Witch P.E.K.K.A The Log
Inferno Tower P.E.K.K.A Tombstone
Inferno Tower Fireball P.E.K.K.A The Log
Bats Tombstone Fireball Inferno Tower Witch P.E.K.K.A
Tombstone Fireball Bats Archers Witch The Log
Witch The Log Bats Archers Tombstone Fireball
P.E.K.K.A Inferno Tower
Bats Archers Fireball 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.

Archers Tombstone Fireball Inferno Tower Witch P.E.K.K.A
Fireball Archers The Log
Tombstone P.E.K.K.A Bats Inferno Tower Witch The Log
P.E.K.K.A Bats Fireball Inferno Tower The Log
Inferno Tower P.E.K.K.A Tombstone Witch
Fireball Bats Archers Witch
P.E.K.K.A Bats Archers Tombstone Fireball Inferno Tower Witch
Inferno Tower P.E.K.K.A
P.E.K.K.A Bats Tombstone Fireball Inferno Tower Witch The Log
Inferno Tower Witch P.E.K.K.A Tombstone
P.E.K.K.A Bats Tombstone Inferno Tower Witch
P.E.K.K.A Fireball The Log
P.E.K.K.A Tombstone Fireball Inferno Tower Witch
Archers Fireball Witch
Tombstone Inferno Tower Witch Bats Archers Fireball P.E.K.K.A The Log
Bats Archers Fireball Inferno Tower Witch P.E.K.K.A The Log

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.)

Fireball The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Bats Witch
Archers Witch The Log
Fireball The Log
Fireball The Log
Bats Fireball
Fireball The Log
Fireball Archers
Fireball The Log
Fireball
Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
Bats
Archers Fireball The Log
Fireball Witch The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Witch
Witch
Fireball The Log Witch
Fireball Witch The Log
Fireball The Log
Bats Archers Fireball Witch
Bats Fireball Witch
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Bats Archers Tombstone Fireball Witch
Fireball Archers Witch
The Log Fireball
Fireball
The Log Fireball
Fireball
P.E.K.K.A
Bats Fireball Witch The Log
Bats Fireball Witch
Fireball Witch The Log

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