My Best Clash Royale Deck

Deck Check Rating

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

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 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 Prince Bandit Electro Wizard

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.

Fireball The Log

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 Prince Bandit

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 Prince Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Prince

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Guards Bandit Fireball Mini P.E.K.K.A Electro Wizard Prince

Shortest cycle

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

10 Bats The Log Guards Bandit

Attack Synergies 0 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
Mini P.E.K.K.A Prince Bandit
Fireball
The Log Electro Wizard
Mini P.E.K.K.A
Bats The Log Electro Wizard
Guards
The Log Bandit
Prince
Bats The Log Electro Wizard
The Log
Fireball Mini P.E.K.K.A Guards Prince Bandit
Bandit
Bats Guards The Log Electro Wizard
Electro Wizard
Fireball Mini P.E.K.K.A Prince Bandit

Defense Synergies 4 16

Bats
Mini P.E.K.K.A Prince The Log Bandit Electro Wizard
Fireball
The Log Mini P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Bats Fireball Guards
Guards
Mini P.E.K.K.A Prince The Log Electro Wizard
Prince
The Log Bats Guards Electro Wizard
The Log
Fireball Mini P.E.K.K.A Prince Bats Guards Bandit Electro Wizard
Bandit
Bats Fireball The Log Electro Wizard
Electro Wizard
Mini P.E.K.K.A Bats Fireball Guards Prince The Log Bandit

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.

Fireball The Log Electro Wizard
Mini P.E.K.K.A Bats Prince The Log Bandit Electro Wizard
Mini P.E.K.K.A Prince Bats Bandit Electro Wizard
Mini P.E.K.K.A Prince Bats Guards Bandit Electro Wizard
Fireball Mini P.E.K.K.A Prince The Log
Fireball The Log Bats Guards Bandit Electro Wizard
Bats Electro Wizard Fireball
Fireball The Log Bandit Electro Wizard
Mini P.E.K.K.A Prince
Guards Mini P.E.K.K.A Prince Bandit Electro Wizard
Bats Guards Electro Wizard Fireball The Log Bandit
Bats Fireball Electro Wizard
Mini P.E.K.K.A Prince Bats Fireball Guards The Log Bandit Electro Wizard
Fireball Bats Mini P.E.K.K.A Guards Prince The Log Electro Wizard
Mini P.E.K.K.A Prince Bandit Electro Wizard
Fireball Mini P.E.K.K.A Prince The Log Bandit Electro Wizard
Bats Fireball Mini P.E.K.K.A Prince Electro Wizard
Fireball Bats Guards Prince The Log Bandit Electro Wizard
The Log Bats Fireball Guards Bandit Electro Wizard
Mini P.E.K.K.A Prince Electro Wizard
Bats Fireball Mini P.E.K.K.A Guards Prince The Log Bandit Electro Wizard
Mini P.E.K.K.A

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 Fireball Prince Bandit Electro Wizard
Fireball Bandit Electro Wizard Mini P.E.K.K.A Prince The Log
Guards Bandit Bats Mini P.E.K.K.A Prince The Log Electro Wizard
Mini P.E.K.K.A Guards Prince Bats Fireball The Log Bandit Electro Wizard
Mini P.E.K.K.A Guards Prince Bandit
Fireball Bats Electro Wizard
Mini P.E.K.K.A Guards Prince Bats Fireball Bandit Electro Wizard
Mini P.E.K.K.A Prince
Electro Wizard Bats Fireball Mini P.E.K.K.A Prince The Log Bandit
Guards
Bats Mini P.E.K.K.A Guards Prince
Fireball Guards Prince The Log Electro Wizard
Mini P.E.K.K.A Prince Fireball Guards Bandit
Fireball
Guards Electro Wizard Bats Fireball Mini P.E.K.K.A Prince The Log
Bats Fireball Mini P.E.K.K.A The Log Electro Wizard
Fireball 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.)

Fireball Guards The Log Bandit
Fireball The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball Guards Prince The Log
Fireball The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log Bandit
Bats Fireball Mini P.E.K.K.A Guards Prince Electro Wizard
Fireball Prince The Log Bandit Electro Wizard
Fireball
Fireball The Log Bandit
Fireball Bandit
Fireball Prince The Log
Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Prince The Log Bandit Electro Wizard
Fireball The Log
Fireball Prince The Log
Fireball
Prince The Log
Fireball The Log
The Log Fireball
Fireball The Log Bandit Electro Wizard
Fireball Prince The Log Bandit
Fireball The Log Bandit
Bats Fireball Electro Wizard
Electro Wizard Bats Fireball Guards
Fireball Mini P.E.K.K.A
Fireball The Log Bandit
Fireball Electro Wizard
Prince
Fireball The Log
Electro Wizard Bats Fireball Guards Prince Bandit
Fireball Electro Wizard
The Log Fireball
Fireball Mini P.E.K.K.A Prince Electro Wizard
The Log Fireball
Fireball
Prince
Bats Fireball Guards The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball Prince The Log Bandit Electro Wizard
Prince
Fireball

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