My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon Witch Electro Wizard

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 Royal Giant Baby Dragon Witch P.E.K.K.A Electro Wizard

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.

Zap Arrows

Punishments

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

Royal Giant

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 Baby Dragon 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.

Electro Wizard

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 Royal Giant
Giant Snowball
Bats Baby Dragon Witch
Zap
Bats Royal Giant Witch
Barbarian Barrel
Witch Electro Wizard
The Log
Royal Giant Witch
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Baby Dragon Witch P.E.K.K.A Electro Wizard
Fireball
Baby Dragon Witch Electro Wizard
Poison
Bats Witch Electro Wizard
Lightning
Baby Dragon Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Baby Dragon

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 Baby Dragon 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.

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.

Witch Electro Wizard

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 Zap Arrows Baby Dragon Electro Wizard Witch Royal Giant P.E.K.K.A

Shortest cycle

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

11 Bats Zap Arrows Baby Dragon

Attack Synergies 7 13

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 Zap Baby Dragon P.E.K.K.A
Zap
Arrows P.E.K.K.A Electro Wizard Bats Royal Giant Baby Dragon Witch
Arrows
Zap Royal Giant P.E.K.K.A
Royal Giant
Bats Arrows Zap Baby Dragon Witch Electro Wizard
Baby Dragon
Bats Zap Royal Giant Witch P.E.K.K.A Electro Wizard
Witch
Zap Royal Giant Baby Dragon P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Bats Baby Dragon Witch
Electro Wizard
Zap P.E.K.K.A Royal Giant Baby Dragon

Defense Synergies 1 13

Bats
Zap Baby Dragon P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Arrows Baby Dragon Witch P.E.K.K.A
Arrows
Zap P.E.K.K.A
Royal Giant
Baby Dragon
Bats Zap Witch P.E.K.K.A
Witch
Zap Baby Dragon Electro Wizard
P.E.K.K.A
Bats Zap Arrows Baby Dragon Electro Wizard
Electro Wizard
Zap Bats Witch 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 Baby Dragon Electro Wizard
P.E.K.K.A Bats Zap Witch Electro Wizard
Witch P.E.K.K.A Bats Electro Wizard
Witch P.E.K.K.A Bats Electro Wizard
Arrows P.E.K.K.A
Arrows Bats Zap Baby Dragon Electro Wizard
Bats Electro Wizard Zap Arrows Baby Dragon Witch
Zap Arrows Baby Dragon P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Electro Wizard
Bats Witch Electro Wizard Zap Arrows Baby Dragon
Arrows Bats Zap Baby Dragon Witch Electro Wizard
P.E.K.K.A Bats Zap Witch Electro Wizard
Bats Zap Arrows Baby Dragon Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Bats Arrows Witch P.E.K.K.A Electro Wizard
Arrows Bats Zap Baby Dragon Witch Electro Wizard
Zap Arrows Baby Dragon Witch Bats Electro Wizard
P.E.K.K.A Electro Wizard
Bats Arrows Baby Dragon Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Baby Dragon
P.E.K.K.A Bats Zap Witch Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Witch
Arrows Bats Zap Baby Dragon Witch Electro Wizard
P.E.K.K.A Bats Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Witch
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Witch
Baby Dragon Witch
Witch Electro Wizard Bats Zap Baby Dragon P.E.K.K.A
Bats Arrows Zap Baby Dragon Witch P.E.K.K.A Electro Wizard

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 Baby Dragon
Arrows Zap Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows
Zap Arrows Baby Dragon
Arrows Bats Zap Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Zap Baby Dragon
Arrows Zap
Bats Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Bats
Zap Arrows Baby Dragon Electro Wizard
Zap Arrows Baby Dragon Witch
Baby Dragon
Arrows
Zap Arrows Baby Dragon
Zap Arrows Baby Dragon Witch
Witch
Arrows Zap Baby Dragon Witch Electro Wizard
Zap Arrows Baby Dragon Witch
Zap Arrows Baby Dragon
Bats Zap Arrows Baby Dragon Witch Electro Wizard
Zap Electro Wizard Bats Witch
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Bats Witch
Zap Arrows Baby Dragon Witch Electro Wizard
Arrows
Baby Dragon Electro Wizard
Arrows Zap Baby Dragon
Zap Arrows
P.E.K.K.A
Zap Bats Baby Dragon Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Baby Dragon Witch Electro Wizard

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