My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Ice 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 Firecracker P.E.K.K.A Ice 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 Arrows Rage

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

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.

Mini P.E.K.K.A 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.

Firecracker Mini 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
Giant Snowball
Bats
Zap
Bats Firecracker
Barbarian Barrel
Firecracker Ice Wizard
The Log
Firecracker Mini P.E.K.K.A
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Fireball
Firecracker Ice Wizard
Poison
Bats Firecracker Ice Wizard
Lightning
Mini P.E.K.K.A Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Mini P.E.K.K.A Rage P.E.K.K.A Ice Wizard

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.

Ice 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.

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 Arrows Firecracker Ice Wizard Mini P.E.K.K.A P.E.K.K.A

Shortest cycle

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

9 Bats Zap Rage Arrows

Attack Synergies 4 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
Zap Firecracker Mini P.E.K.K.A Rage P.E.K.K.A
Zap
Arrows Firecracker P.E.K.K.A Bats Mini P.E.K.K.A Ice Wizard
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A
Firecracker
Zap Bats Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Bats Zap Arrows Firecracker Rage Ice Wizard
Rage
Bats Mini P.E.K.K.A
P.E.K.K.A
Zap Arrows Bats Firecracker Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 1 17

Bats
Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Zap
Mini P.E.K.K.A Bats Arrows Firecracker P.E.K.K.A Ice Wizard
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Firecracker
Bats Zap Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Zap Bats Arrows Firecracker Ice Wizard
Rage
P.E.K.K.A
Bats Zap Arrows Firecracker Ice Wizard
Ice Wizard
Bats Zap Arrows Firecracker Mini P.E.K.K.A 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 Firecracker
Mini P.E.K.K.A P.E.K.K.A Bats Zap Firecracker Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Firecracker Ice Wizard
Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Zap Firecracker Ice Wizard
Bats Zap Arrows Firecracker Ice Wizard
Zap Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Firecracker Mini P.E.K.K.A Ice Wizard
Bats Ice Wizard Zap Arrows Firecracker
Arrows Bats Zap Firecracker Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Zap Ice Wizard
Bats Zap Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Zap Firecracker Ice Wizard
Zap Arrows Bats Firecracker Ice Wizard
Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A 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 Zap P.E.K.K.A
Zap Arrows Firecracker Mini P.E.K.K.A
P.E.K.K.A Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats Zap
P.E.K.K.A Mini P.E.K.K.A
Arrows Firecracker Bats Zap Ice Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Ice Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Bats Firecracker Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Zap Arrows
Mini P.E.K.K.A P.E.K.K.A
Firecracker
Bats Zap Firecracker Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Zap Arrows Ice 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.)

Arrows Firecracker
Arrows Firecracker Zap Ice Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Bats Zap Ice Wizard
Arrows Firecracker
Arrows Zap Firecracker Ice Wizard
Arrows Zap Firecracker
Bats Mini P.E.K.K.A
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Firecracker Mini P.E.K.K.A
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker Ice Wizard
Arrows Firecracker Zap Ice Wizard
Zap Arrows
Zap Arrows Firecracker
Bats Zap Arrows Firecracker Ice Wizard
Zap Bats Firecracker
Mini P.E.K.K.A
Zap Arrows
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Zap Bats
Zap Arrows Firecracker Ice Wizard
Arrows
Firecracker Mini P.E.K.K.A
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker
P.E.K.K.A
Firecracker

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