My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Giant Snowball Royal Hogs

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 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 Knight Battle Ram Wizard Witch P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Rage

Punishments

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

Battle Ram

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Battle Ram Rage P.E.K.K.A

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Knight Battle Ram Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Bats Zap Rage Knight

Attack Synergies 5 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
Knight Zap Battle Ram Rage P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Bats Knight Witch
Knight
Bats Battle Ram Zap Wizard Witch
Battle Ram
Zap Knight Bats Witch P.E.K.K.A
Wizard
Knight Rage P.E.K.K.A
Rage
Witch Bats Wizard
Witch
Rage Zap Knight Battle Ram P.E.K.K.A
P.E.K.K.A
Zap Bats Battle Ram Wizard Witch

Defense Synergies 1 8

Bats
Knight Zap P.E.K.K.A
Zap
Bats Knight Witch P.E.K.K.A
Knight
Bats Zap Wizard Witch
Battle Ram
Wizard
Knight P.E.K.K.A
Rage
Witch
Zap Knight
P.E.K.K.A
Bats Zap Wizard

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 Knight Wizard
P.E.K.K.A Bats Zap Knight Witch
Witch P.E.K.K.A Bats Knight
Witch P.E.K.K.A Bats Knight
P.E.K.K.A
Bats Zap
Bats Zap Wizard Witch
Zap P.E.K.K.A
Witch P.E.K.K.A
Knight
Bats Witch Zap Knight Wizard
Bats Zap Wizard Witch
P.E.K.K.A Bats Zap Knight Wizard Witch
Wizard Bats Zap Witch P.E.K.K.A
P.E.K.K.A Knight
Zap P.E.K.K.A
Wizard Bats Knight Witch P.E.K.K.A
Bats Zap Knight Wizard Witch
Zap Wizard Witch Bats Knight
P.E.K.K.A
Wizard Bats Knight Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Witch P.E.K.K.A
Zap Knight Wizard
P.E.K.K.A Bats Zap Knight Witch
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Witch
Wizard Bats Zap Witch
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Knight Witch
P.E.K.K.A Zap
P.E.K.K.A Knight Wizard Witch
Wizard Witch
Witch Bats Zap Knight P.E.K.K.A
Bats Zap Wizard Witch 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.)

Knight
Zap
Knight
Wizard Zap
Wizard Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats
Zap Knight Wizard
Zap Wizard
Knight
Zap
Zap Wizard Witch
Wizard
Bats
Zap Wizard
Zap Wizard Witch
Wizard
Zap
Zap Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Bats Zap Wizard Witch
Zap Bats Wizard Witch
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Bats Witch
Zap Wizard Witch
Knight Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Bats Witch
Bats Zap Witch
Zap Witch

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