My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Hunter Witch Magic Archer

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 Hunter Witch P.E.K.K.A Magic Archer

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

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 Magic Archer

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.

Magic Archer

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 Skeleton Army
Giant Snowball
Bats Skeleton Army Witch
Zap
Bats Skeleton Army Witch
Barbarian Barrel
Skeleton Army Hunter Witch Magic Archer
The Log
Skeleton Army Hunter Witch
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Skeleton Army Hunter Witch P.E.K.K.A Magic Archer
Fireball
Skeleton Army Hunter Witch Magic Archer
Poison
Bats Skeleton Army Hunter Witch Magic Archer
Lightning
Hunter Witch Magic Archer
Rocket
Hunter Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Hunter Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Hunter Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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 Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Skeleton Army Fireball Hunter Magic Archer Witch P.E.K.K.A

Shortest cycle

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

11 Bats Zap Skeleton Army Fireball

Attack Synergies 3 8

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
Zap P.E.K.K.A
Zap
Fireball P.E.K.K.A Bats Hunter Witch Magic Archer
Fireball
Zap Magic Archer
Skeleton Army
Hunter
Zap P.E.K.K.A
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Bats Hunter Witch
Magic Archer
P.E.K.K.A Zap Fireball

Defense Synergies 1 10

Bats
Zap Hunter P.E.K.K.A
Zap
Fireball Bats Skeleton Army Hunter Witch P.E.K.K.A Magic Archer
Fireball
Zap
Skeleton Army
Zap Magic Archer
Hunter
Bats Zap P.E.K.K.A
Witch
Zap
P.E.K.K.A
Bats Zap Hunter
Magic Archer
Zap Skeleton Army

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 Magic Archer
Skeleton Army Hunter P.E.K.K.A Bats Zap Witch
Skeleton Army Hunter Witch P.E.K.K.A Bats
Skeleton Army Hunter Witch P.E.K.K.A Bats
Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Bats Zap Hunter Magic Archer
Bats Hunter Zap Fireball Witch Magic Archer
Zap Fireball P.E.K.K.A Magic Archer
Hunter Witch P.E.K.K.A Skeleton Army
Skeleton Army Hunter
Bats Skeleton Army Witch Zap Fireball Hunter Magic Archer
Hunter Bats Zap Fireball Witch Magic Archer
Skeleton Army Hunter P.E.K.K.A Bats Zap Fireball Witch
Fireball Skeleton Army Bats Zap Hunter Witch P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A Hunter
Skeleton Army Zap Fireball Hunter P.E.K.K.A
Bats Fireball Skeleton Army Hunter Witch P.E.K.K.A
Fireball Bats Zap Skeleton Army Hunter Witch Magic Archer
Zap Hunter Witch Bats Fireball Magic Archer
P.E.K.K.A Hunter
Skeleton Army Bats Fireball Hunter Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Witch P.E.K.K.A
Fireball Zap Hunter Magic Archer
Skeleton Army P.E.K.K.A Bats Zap Hunter Witch
Skeleton Army Hunter P.E.K.K.A Bats Zap Fireball
P.E.K.K.A Skeleton Army Hunter Witch
Fireball Bats Zap Hunter Witch Magic Archer
Skeleton Army P.E.K.K.A Bats Fireball Hunter Witch
P.E.K.K.A Skeleton Army Hunter
Zap P.E.K.K.A Bats Fireball Skeleton Army Witch Magic Archer
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Hunter Witch
Skeleton Army P.E.K.K.A Zap Fireball
Skeleton Army P.E.K.K.A Fireball Hunter Witch
Fireball Skeleton Army Witch Magic Archer
Skeleton Army Witch Bats Zap Fireball Hunter P.E.K.K.A Magic Archer
Bats Zap Fireball Hunter Witch P.E.K.K.A Magic Archer

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 Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball
Fireball Zap Magic Archer
Fireball Bats Zap Hunter Witch Magic Archer
Witch Magic Archer
Fireball Zap Hunter Magic Archer
Fireball Zap
Bats Fireball
Zap Fireball Magic Archer
Fireball Zap Magic Archer
Fireball Hunter Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Hunter Witch Magic Archer
Magic Archer Fireball
Fireball
Bats
Zap Fireball Hunter Magic Archer
Zap Fireball Witch Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Hunter Witch Magic Archer
Witch
Fireball Zap Hunter Witch Magic Archer
Fireball Zap Witch Magic Archer
Fireball Zap Magic Archer
Bats Zap Fireball Hunter Witch Magic Archer
Zap Bats Fireball Witch
Fireball
Zap Fireball Hunter Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Bats Fireball Skeleton Army Witch Magic Archer
Fireball Zap Hunter Witch Magic Archer
Fireball
Fireball Hunter Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Witch Magic Archer
Bats Zap Fireball Witch Magic Archer
Zap Fireball Witch Magic Archer

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