My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Dragon Mother Witch

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.

Bomber Bats P.E.K.K.A Inferno Dragon Mother Witch

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

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.

Electro Spirit 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 Spirit

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
Bomber Bats Skeleton Army Inferno Dragon
Giant Snowball
Bomber Bats Skeleton Army Inferno Dragon
Zap
Bomber Bats Skeleton Army Inferno Dragon
Barbarian Barrel
Electro Spirit Bomber Skeleton Army
The Log
Electro Spirit Bomber Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Electro Spirit Bomber Bats Skeleton Army
Royal Delivery
Electro Spirit Bomber Bats Skeleton Army P.E.K.K.A Inferno Dragon Mother Witch
Fireball
Bomber Skeleton Army Inferno Dragon Mother Witch
Poison
Bomber Bats Skeleton Army Mother Witch
Lightning
Inferno Dragon Mother Witch
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Zap

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.

Electro Spirit Bats Skeleton Army P.E.K.K.A Inferno Dragon Mother Witch

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.

Skeleton Army

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.

Electro Spirit Bomber Bats Zap Skeleton Army Inferno Dragon Mother Witch P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Bomber Bats Zap

Attack Synergies 1 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.

Electro Spirit
Zap P.E.K.K.A Mother Witch
Bomber
Bats Zap P.E.K.K.A
Bats
Bomber Zap P.E.K.K.A Inferno Dragon
Zap
P.E.K.K.A Electro Spirit Bomber Bats Mother Witch
Skeleton Army
P.E.K.K.A
Zap Electro Spirit Bomber Bats Mother Witch
Inferno Dragon
Bats
Mother Witch
Electro Spirit Zap P.E.K.K.A

Defense Synergies 0 12

Electro Spirit
Zap
Bomber
Bats Zap P.E.K.K.A
Bats
Bomber Zap P.E.K.K.A Inferno Dragon
Zap
Electro Spirit Bomber Bats Skeleton Army P.E.K.K.A Inferno Dragon Mother Witch
Skeleton Army
Zap Inferno Dragon
P.E.K.K.A
Bomber Bats Zap
Inferno Dragon
Bats Zap Skeleton Army
Mother Witch
Zap

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.

Bomber Zap
Skeleton Army P.E.K.K.A Inferno Dragon Bats Zap
Skeleton Army P.E.K.K.A Bomber Bats Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Bats
Bomber Skeleton Army P.E.K.K.A
Skeleton Army Electro Spirit Bomber Bats Zap Mother Witch
Bats Inferno Dragon Electro Spirit Zap
Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Bomber
Bats Skeleton Army Mother Witch Electro Spirit Bomber Zap
Inferno Dragon Bats Zap
Skeleton Army P.E.K.K.A Bomber Bats Zap
Bomber Skeleton Army Electro Spirit Bats Zap P.E.K.K.A
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army Zap P.E.K.K.A Inferno Dragon
Bomber Bats Skeleton Army P.E.K.K.A
Electro Spirit Bomber Bats Zap Skeleton Army
Zap Electro Spirit Bomber Bats Inferno Dragon Mother Witch
P.E.K.K.A Inferno Dragon
Bomber Skeleton Army Electro Spirit Bats P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Bomber Zap Inferno Dragon
Skeleton Army P.E.K.K.A Bats Zap
Skeleton Army P.E.K.K.A Bats Zap
P.E.K.K.A Skeleton Army Inferno Dragon
Mother Witch Electro Spirit Bats Zap
Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Skeleton Army Inferno Dragon
Zap P.E.K.K.A Electro Spirit Bats Skeleton Army Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Bats
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A
Bomber Skeleton Army
Skeleton Army Electro Spirit Bomber Bats Zap P.E.K.K.A Inferno Dragon
Bats Electro Spirit Bomber Zap P.E.K.K.A Inferno Dragon Mother Witch
Electro Spirit Bomber Zap

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.)

Zap
Bomber Zap
Mother Witch Electro Spirit Bats Zap
Bomber
Zap
Zap
Bats
Zap
Zap
Zap
Bomber Zap
Bomber Bats
Bomber Zap
Bomber Zap Mother Witch
Zap
Zap Mother Witch Electro Spirit Bomber
Inferno Dragon
Zap
Zap
Zap
Bats Zap Mother Witch
Zap Electro Spirit Bats
Bomber Zap
Zap Electro Spirit
P.E.K.K.A
Zap Electro Spirit Bats Skeleton Army
Zap
Bomber Zap
Zap
P.E.K.K.A
Zap Electro Spirit Bats
Bats Zap
Zap
P.E.K.K.A Inferno Dragon

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