My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

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

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 Battle Ram Wizard P.E.K.K.A Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Void

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Ram P.E.K.K.A Bandit

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.

Bandit

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 Battle Ram Guards Bandit
Giant Snowball
Bats Battle Ram Guards
Zap
Bats Battle Ram Guards Bandit
Barbarian Barrel
Battle Ram Wizard Guards Bandit
The Log
Battle Ram Guards Bandit
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Battle Ram Wizard Guards P.E.K.K.A Bandit
Fireball
Battle Ram Wizard Bandit
Poison
Bats Wizard Guards
Lightning
Battle Ram Wizard Bandit
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

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 Battle Ram Guards 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.

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 Guards Void Bandit Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Guards Void

Attack Synergies 4 10

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 Battle Ram P.E.K.K.A Bandit
Zap
Battle Ram Void P.E.K.K.A Bats Guards Bandit
Battle Ram
Zap Bandit Bats P.E.K.K.A
Wizard
P.E.K.K.A Bandit
Guards
Zap Bandit
Void
Zap
P.E.K.K.A
Zap Bats Battle Ram Wizard
Bandit
Battle Ram Bats Zap Wizard Guards

Defense Synergies 0 10

Bats
Zap P.E.K.K.A Bandit
Zap
Bats Guards Void P.E.K.K.A Bandit
Battle Ram
Wizard
Guards P.E.K.K.A Bandit
Guards
Zap Wizard
Void
Zap
P.E.K.K.A
Bats Zap Wizard
Bandit
Bats Zap Wizard

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 Wizard Void
P.E.K.K.A Bats Zap Bandit
P.E.K.K.A Bats Void Bandit
P.E.K.K.A Bats Guards Bandit
P.E.K.K.A
Bats Zap Guards Bandit
Bats Zap Wizard Void
Zap Void P.E.K.K.A Bandit
P.E.K.K.A
Guards Bandit
Bats Guards Zap Wizard Bandit
Bats Zap Wizard
P.E.K.K.A Bats Zap Wizard Guards Bandit
Wizard Bats Zap Guards P.E.K.K.A
P.E.K.K.A Bandit
Zap P.E.K.K.A Bandit
Wizard Bats P.E.K.K.A
Bats Zap Wizard Guards Bandit
Zap Wizard Bats Guards Bandit
P.E.K.K.A
Wizard Bats Guards P.E.K.K.A Bandit

Counters to secondary win conditions

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

Guards Zap Void P.E.K.K.A Bandit
Void Bandit Zap Wizard
Guards P.E.K.K.A Bandit Bats Zap
Guards P.E.K.K.A Bats Zap Bandit
P.E.K.K.A Guards Bandit
Wizard Bats Zap
Guards P.E.K.K.A Bats Void Bandit
P.E.K.K.A
Zap Void P.E.K.K.A Bats Bandit
P.E.K.K.A Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Zap Guards Void
P.E.K.K.A Wizard Guards Bandit
Wizard
Guards Bats Zap P.E.K.K.A
Bats Zap Wizard P.E.K.K.A
Zap Void

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.)

Void Guards Bandit
Void Zap Bandit
Void Bandit
Guards Void
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Void Zap Wizard Bandit
Bats Guards Void
Void Zap Wizard Bandit
Void Zap Wizard
Void Bandit
Void Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Bats
Void Zap Wizard Bandit
Zap Wizard Void
Void
Wizard Void
Void
Zap Void
Zap Wizard
Void Zap Wizard Bandit
Void Zap Wizard Bandit
Void Zap Bandit
Bats Zap Wizard Void
Zap Bats Wizard Guards Void
Void
Void Zap Wizard Bandit
Zap Void
P.E.K.K.A
Wizard
Zap Bats Guards Void Bandit
Zap Wizard
Void Wizard
Zap Wizard
Void Zap
P.E.K.K.A
Zap Bats Guards
Bats Zap Void
Void Zap Bandit
P.E.K.K.A
Wizard Void
Void

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