My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Electro Dragon P.E.K.K.A Goblinstein

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

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.

Electro Dragon

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
Skeletons Bats
Giant Snowball
Skeletons Bats Cannon Electro Dragon
Zap
Skeletons Bats Cannon
Barbarian Barrel
Skeletons Cannon
The Log
Skeletons Cannon
Earthquake
Skeletons Cannon
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Electro Dragon P.E.K.K.A
Fireball
Cannon Electro Dragon
Poison
Bats Cannon Electro Dragon
Lightning
Cannon Electro Dragon Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Electro Dragon

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 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

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

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.

Skeletons Bats Zap Cannon Fireball Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Zap Cannon

Attack Synergies 2 4

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.

Skeletons
Bats
Zap P.E.K.K.A
Zap
Fireball P.E.K.K.A Bats Electro Dragon
Cannon
Fireball
Zap
Electro Dragon
Zap P.E.K.K.A
P.E.K.K.A
Zap Bats Electro Dragon
Goblinstein

Defense Synergies 3 11

Skeletons
Cannon Bats Zap Electro Dragon P.E.K.K.A
Bats
Skeletons Zap Cannon P.E.K.K.A
Zap
Cannon Fireball Skeletons Bats Electro Dragon P.E.K.K.A
Cannon
Skeletons Zap Bats Fireball Electro Dragon
Fireball
Zap Cannon
Electro Dragon
Skeletons Zap Cannon
P.E.K.K.A
Skeletons Bats Zap
Goblinstein

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 Cannon Fireball Electro Dragon
P.E.K.K.A Skeletons Bats Zap Cannon Electro Dragon
Cannon P.E.K.K.A Skeletons Bats Electro Dragon
Cannon P.E.K.K.A Skeletons Bats Electro Dragon
Fireball P.E.K.K.A
Fireball Skeletons Bats Zap Cannon Electro Dragon
Bats Zap Cannon Fireball Electro Dragon
Zap Cannon Fireball Electro Dragon P.E.K.K.A
Cannon P.E.K.K.A Skeletons
Skeletons Cannon
Bats Skeletons Zap Cannon Fireball Electro Dragon
Bats Zap Fireball Electro Dragon
Cannon P.E.K.K.A Skeletons Bats Zap Fireball Electro Dragon
Fireball Bats Zap Cannon Electro Dragon P.E.K.K.A
P.E.K.K.A Cannon
Zap Cannon Fireball P.E.K.K.A
Skeletons Bats Cannon Fireball Electro Dragon P.E.K.K.A
Cannon Fireball Bats Zap Electro Dragon
Zap Bats Cannon Fireball Electro Dragon
P.E.K.K.A Cannon
Bats Cannon Fireball Electro Dragon P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Skeletons Zap Fireball P.E.K.K.A
Fireball Zap Electro Dragon
P.E.K.K.A Skeletons Bats Zap Electro Dragon
P.E.K.K.A Bats Zap Fireball
P.E.K.K.A Skeletons Cannon
Fireball Skeletons Bats Zap Electro Dragon
P.E.K.K.A Skeletons Bats Fireball
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Skeletons Bats Fireball
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Cannon Fireball
Cannon Fireball Electro Dragon
Electro Dragon Skeletons Bats Zap Fireball P.E.K.K.A
Bats Zap Cannon Fireball Electro Dragon P.E.K.K.A
Zap Cannon Fireball

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 Electro Dragon
Fireball Zap Electro Dragon
Fireball Electro Dragon
Fireball
Fireball Zap
Fireball Bats Zap Electro Dragon
Fireball Zap Electro Dragon
Fireball Zap Electro Dragon
Bats Fireball Electro Dragon
Zap Fireball Electro Dragon
Fireball Zap Electro Dragon
Fireball
Fireball Electro Dragon
Zap Fireball
Zap Fireball Electro Dragon
Fireball Electro Dragon
Fireball
Bats
Zap Fireball Electro Dragon
Zap Fireball Electro Dragon
Fireball
Fireball
Zap Fireball Electro Dragon
Zap Fireball Electro Dragon
Fireball Zap Electro Dragon
Fireball Zap Electro Dragon
Fireball Zap
Bats Zap Fireball Electro Dragon
Zap Electro Dragon Bats Fireball
Fireball
Zap Fireball Electro Dragon
Zap Fireball Electro Dragon
P.E.K.K.A
Fireball
Zap Bats Fireball Electro Dragon
Fireball Zap Electro Dragon
Fireball
Fireball Electro Dragon
Zap Fireball Electro Dragon
Zap Fireball
Electro Dragon P.E.K.K.A
Zap Electro Dragon Bats Fireball
Bats Zap Fireball Electro Dragon
Electro Dragon Zap Fireball
P.E.K.K.A
Fireball Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: