My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 Minions Wizard 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 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 Rage The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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 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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage The Log Minions Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Bats Zap Rage The Log

Attack Synergies 4 11

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 Minions Rage P.E.K.K.A
Zap
P.E.K.K.A Electro Wizard Bats Minions The Log
Minions
Rage Bats Zap P.E.K.K.A
Wizard
Rage P.E.K.K.A
Rage
Minions Bats Wizard Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Minions Wizard The Log
The Log
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 2 16

Bats
Zap Minions P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Bats Minions P.E.K.K.A The Log
Minions
Bats Zap P.E.K.K.A The Log Electro Wizard
Wizard
P.E.K.K.A The Log Electro Wizard
Rage
P.E.K.K.A
The Log Bats Zap Minions Wizard Electro Wizard
The Log
P.E.K.K.A Bats Zap Minions Wizard Electro Wizard
Electro Wizard
Zap Bats Minions Wizard P.E.K.K.A The Log

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 Minions Wizard The Log Electro Wizard
P.E.K.K.A Bats Zap Minions The Log Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A The Log
The Log Bats Zap Minions Electro Wizard
Bats Minions Electro Wizard Zap Wizard
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Minions
Electro Wizard
Bats Minions Electro Wizard Zap Wizard The Log
Minions Bats Zap Wizard Electro Wizard
P.E.K.K.A Bats Zap Minions Wizard The Log Electro Wizard
Wizard Bats Zap Minions P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Wizard Bats Minions P.E.K.K.A Electro Wizard
Bats Zap Minions Wizard The Log Electro Wizard
Zap Wizard The Log Bats Minions Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Bats Minions P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Wizard The Log
P.E.K.K.A Bats Zap Minions The Log Electro Wizard
P.E.K.K.A Bats Zap The Log Electro Wizard
P.E.K.K.A
Wizard Bats Zap Minions Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Minions The Log
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Wizard
Wizard
Electro Wizard Bats Zap Minions P.E.K.K.A The Log
Bats Minions Zap Wizard P.E.K.K.A The Log Electro Wizard
Zap 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Wizard Zap The Log
Wizard Bats Zap Minions
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Bats Minions Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Minions
Zap The Log
Zap Wizard The Log
Wizard The Log
Bats Minions
Zap Wizard The Log Electro Wizard
Zap Wizard The Log
Minions The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard Electro Wizard
Zap Wizard The Log
Zap The Log
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Minions Wizard
Zap Wizard The Log
Zap Electro Wizard
P.E.K.K.A
Wizard The Log
Zap Electro Wizard Bats Minions
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Bats Minions The Log Electro Wizard
Bats Zap Electro Wizard
Zap The Log Electro Wizard
P.E.K.K.A
Wizard

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