My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Night 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 Balloon P.E.K.K.A Night Witch

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows Rage

Punishments

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

Balloon

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.

Balloon 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.

Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Rage P.E.K.K.A Night 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.

Mirror Bats Zap Rage Arrows Night Witch Balloon P.E.K.K.A

Shortest cycle

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

6 Mirror Bats Zap Rage

Attack Synergies 9 9

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
Balloon Zap Rage P.E.K.K.A
Zap
Arrows Mirror Balloon P.E.K.K.A Bats Night Witch
Arrows
Zap Mirror Balloon P.E.K.K.A Night Witch
Mirror
Zap Arrows Balloon Night Witch
Rage
Balloon Bats Night Witch
Balloon
Bats Zap Arrows Rage Mirror
P.E.K.K.A
Zap Arrows Bats Night Witch
Night Witch
Zap Arrows Mirror Rage P.E.K.K.A

Defense Synergies 2 7

Bats
Zap P.E.K.K.A
Zap
Mirror Bats Arrows P.E.K.K.A Night Witch
Arrows
Mirror Zap P.E.K.K.A
Mirror
Zap Arrows Night Witch
Rage
Balloon
P.E.K.K.A
Bats Zap Arrows
Night Witch
Zap Mirror

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
P.E.K.K.A Bats Zap Night Witch
P.E.K.K.A Bats Night Witch
P.E.K.K.A Night Witch Bats
Arrows P.E.K.K.A
Arrows Bats Zap Night Witch
Bats Zap Arrows Night Witch
Zap Arrows P.E.K.K.A
P.E.K.K.A Night Witch
Night Witch
Bats Zap Arrows Night Witch
Arrows Bats Zap Night Witch
P.E.K.K.A Night Witch Bats Zap
Bats Zap Arrows P.E.K.K.A Night Witch
P.E.K.K.A
Zap P.E.K.K.A
Bats Arrows P.E.K.K.A Night Witch
Arrows Bats Zap Night Witch
Zap Arrows Bats
P.E.K.K.A
Bats Arrows P.E.K.K.A Night Witch

Counters to secondary win conditions

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

Zap P.E.K.K.A
Zap Arrows
P.E.K.K.A Bats Zap
P.E.K.K.A Bats Zap Night Witch
P.E.K.K.A Night Witch
Arrows Bats Zap
P.E.K.K.A Bats Night Witch
P.E.K.K.A
Zap P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Arrows
P.E.K.K.A Night Witch
Bats Zap P.E.K.K.A Night Witch
Bats Arrows Zap P.E.K.K.A

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
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Night Witch
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats Night Witch
Zap Arrows
Zap Arrows
Night Witch
Arrows
Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Night Witch
Zap Bats
Night Witch
Zap Arrows Night Witch
Zap Arrows
P.E.K.K.A
Arrows
Zap Bats Night Witch
Zap Arrows
Arrows
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Bats
Bats Zap
Zap

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