My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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 Wizard Witch Mega Knight

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 Fireball

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 Mega Knight

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.

Mini P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Mega Knight

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 Mini P.E.K.K.A Guards Mega Knight

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 Wizard 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 Zap Guards Fireball Mini P.E.K.K.A Wizard Witch Mega Knight

Shortest cycle

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

11 Bats Zap Guards Fireball

Attack Synergies 2 11

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
Mega Knight Zap Mini P.E.K.K.A
Zap
Fireball Bats Mini P.E.K.K.A Guards Witch Mega Knight
Fireball
Zap Mega Knight
Mini P.E.K.K.A
Bats Zap Wizard Mega Knight
Wizard
Mini P.E.K.K.A Mega Knight
Guards
Zap
Witch
Zap Mega Knight
Mega Knight
Bats Zap Fireball Mini P.E.K.K.A Wizard Witch

Defense Synergies 3 14

Bats
Zap Mini P.E.K.K.A Mega Knight
Zap
Fireball Mini P.E.K.K.A Mega Knight Bats Guards Witch
Fireball
Zap Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Zap Bats Fireball Wizard Guards Witch
Wizard
Mini P.E.K.K.A Guards Mega Knight
Guards
Zap Mini P.E.K.K.A Wizard Witch
Witch
Zap Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Zap Bats Fireball Wizard 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.

Zap Fireball Wizard
Mini P.E.K.K.A Bats Zap Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bats
Mini P.E.K.K.A Witch Bats Guards Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Bats Zap Guards Mega Knight
Bats Zap Fireball Wizard Witch
Zap Fireball Mega Knight
Mini P.E.K.K.A Witch
Guards Mini P.E.K.K.A Mega Knight
Bats Guards Witch Zap Fireball Wizard Mega Knight
Bats Zap Fireball Wizard Witch
Mini P.E.K.K.A Mega Knight Bats Zap Fireball Wizard Guards Witch
Fireball Wizard Mega Knight Bats Zap Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A Mega Knight
Zap Fireball Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Fireball Mini P.E.K.K.A Witch
Fireball Mega Knight Bats Zap Wizard Guards Witch
Zap Wizard Witch Bats Fireball Guards Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Bats Fireball Mini P.E.K.K.A Guards Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Zap Fireball Witch
Fireball Zap Mini P.E.K.K.A Wizard Mega Knight
Guards Mega Knight Bats Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A Guards Mega Knight Bats Zap Fireball
Mini P.E.K.K.A Guards Witch Mega Knight
Fireball Wizard Bats Zap Witch
Mini P.E.K.K.A Guards Bats Fireball Witch
Mini P.E.K.K.A Mega Knight
Zap Mega Knight Bats Fireball Mini P.E.K.K.A Witch
Witch Guards
Mega Knight Bats Mini P.E.K.K.A Guards Witch
Mega Knight Zap Fireball Guards
Mini P.E.K.K.A Mega Knight Fireball Wizard Guards Witch
Wizard Fireball Witch Mega Knight
Guards Witch Bats Zap Fireball Mini P.E.K.K.A
Bats Mega Knight Zap Fireball Mini P.E.K.K.A Wizard 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.)

Fireball Guards
Fireball Zap
Fireball
Fireball Guards
Fireball Wizard Zap Mega Knight
Fireball Wizard Bats Zap Witch
Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Bats Fireball Mini P.E.K.K.A Guards
Zap Fireball Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard Witch
Fireball Wizard Mega Knight
Fireball
Bats Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Wizard Mega Knight
Zap Fireball Wizard Witch Mega Knight
Fireball Mega Knight
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Witch Mega Knight
Witch
Fireball Zap Wizard Witch
Fireball Zap Wizard Witch Mega Knight
Fireball Zap
Bats Zap Fireball Wizard Witch
Zap Bats Fireball Wizard Guards Witch
Fireball Mini P.E.K.K.A
Zap Fireball Wizard Mega Knight
Zap Fireball
Mega Knight
Fireball Wizard
Zap Bats Fireball Guards Witch
Fireball Zap Wizard Witch
Fireball
Fireball Mini P.E.K.K.A Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
Mega Knight
Zap Bats Fireball Guards Witch
Bats Zap Fireball Witch
Zap Fireball Witch Mega Knight

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