My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer 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 Knight Musketeer Giant Dark Prince Witch

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

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 Hog Rider Giant Dark Prince

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 Mini P.E.K.K.A Hog Rider Giant Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince

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 Knight Mini P.E.K.K.A Dark Prince

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.

Musketeer 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 Knight Mini P.E.K.K.A Musketeer Hog Rider Dark Prince Giant Witch

Shortest cycle

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

13 Bats Knight Mini P.E.K.K.A Musketeer

Attack Synergies 9 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
Knight Hog Rider Giant Mini P.E.K.K.A Dark Prince
Knight
Bats Musketeer Hog Rider Witch
Mini P.E.K.K.A
Giant Bats Musketeer Hog Rider Dark Prince
Musketeer
Knight Hog Rider Giant Mini P.E.K.K.A Dark Prince
Hog Rider
Bats Knight Musketeer Mini P.E.K.K.A Giant Dark Prince Witch
Giant
Bats Mini P.E.K.K.A Musketeer Dark Prince Hog Rider Witch
Dark Prince
Giant Bats Mini P.E.K.K.A Musketeer Hog Rider Witch
Witch
Knight Hog Rider Giant Dark Prince

Defense Synergies 2 9

Bats
Knight Mini P.E.K.K.A Musketeer Dark Prince
Knight
Bats Musketeer Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Bats Knight Musketeer Witch
Musketeer
Knight Bats Mini P.E.K.K.A Dark Prince
Hog Rider
Giant
Dark Prince
Bats Musketeer Witch
Witch
Knight Mini P.E.K.K.A Dark Prince

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.

Knight Musketeer
Mini P.E.K.K.A Bats Knight Musketeer Dark Prince Witch
Mini P.E.K.K.A Witch Bats Knight Musketeer Dark Prince
Mini P.E.K.K.A Witch Bats Knight Musketeer Dark Prince
Mini P.E.K.K.A Dark Prince
Bats Musketeer Dark Prince
Bats Musketeer Witch
Musketeer
Mini P.E.K.K.A Witch Musketeer
Knight Mini P.E.K.K.A Musketeer Dark Prince
Bats Witch Knight Musketeer Dark Prince
Musketeer Bats Witch
Mini P.E.K.K.A Bats Knight Musketeer Dark Prince Witch
Bats Mini P.E.K.K.A Dark Prince Witch
Mini P.E.K.K.A Knight
Mini P.E.K.K.A
Bats Knight Mini P.E.K.K.A Musketeer Dark Prince Witch
Bats Knight Musketeer Dark Prince Witch
Witch Bats Knight Musketeer Dark Prince
Mini P.E.K.K.A Musketeer
Dark Prince Bats Knight Mini P.E.K.K.A Musketeer Witch

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Dark Prince Witch
Knight Mini P.E.K.K.A Musketeer
Bats Knight Mini P.E.K.K.A Musketeer Dark Prince Witch
Mini P.E.K.K.A Dark Prince Bats Knight Musketeer
Knight Mini P.E.K.K.A Musketeer Dark Prince Witch
Bats Musketeer Witch
Mini P.E.K.K.A Dark Prince Bats Knight Musketeer Witch
Mini P.E.K.K.A Knight Dark Prince
Bats Knight Mini P.E.K.K.A Dark Prince Witch
Witch Musketeer
Bats Knight Mini P.E.K.K.A Musketeer Dark Prince Witch
Dark Prince
Mini P.E.K.K.A Dark Prince Knight Witch
Musketeer Witch
Witch Bats Knight Mini P.E.K.K.A Musketeer Dark Prince
Bats Mini P.E.K.K.A Musketeer Dark Prince Witch

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.)

Knight Musketeer
Musketeer
Knight Musketeer Dark Prince
Dark Prince
Bats Musketeer Witch
Musketeer Witch
Bats Mini P.E.K.K.A Musketeer
Knight Musketeer Dark Prince
Musketeer
Knight Musketeer
Musketeer
Musketeer
Musketeer Witch
Musketeer
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Musketeer Dark Prince
Witch
Musketeer
Musketeer
Musketeer
Dark Prince Witch
Witch
Musketeer Witch
Musketeer Witch
Musketeer
Bats Musketeer Witch
Bats Musketeer Witch
Mini P.E.K.K.A
Musketeer
Bats Musketeer Dark Prince Witch
Musketeer Witch
Knight Mini P.E.K.K.A Musketeer Dark Prince
Musketeer
Musketeer Dark Prince
Bats Musketeer Witch
Bats Musketeer Witch
Musketeer Dark Prince Witch

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