My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Electro Wizard

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 Wizard P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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 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 Wizard 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.

Great!

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 Wizard Wizard 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 4 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 Electro Wizard Bats
Cannon
Fireball
Zap Electro Wizard
Wizard
P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Bats Wizard
Electro Wizard
Zap P.E.K.K.A Fireball

Defense Synergies 4 17

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

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

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

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