My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

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.

Missing

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 Skeleton Barrel 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.

Skeleton Barrel

Damage spells

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

Arrows

Punishments

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

Skeleton Barrel

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.

Skeleton Barrel 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows Skeleton Barrel 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Bats Arrows Skeleton Barrel Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

6 Mirror Skeletons Bats Arrows

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
Skeleton Barrel P.E.K.K.A
Arrows
Mirror P.E.K.K.A Skeleton Barrel
Skeleton Barrel
Bats Arrows Mirror
Wizard
P.E.K.K.A
Mirror
Arrows Skeleton Barrel
P.E.K.K.A
Arrows Electro Wizard Bats Wizard
Electro Wizard
P.E.K.K.A

Defense Synergies 1 11

Skeletons
Bats Wizard P.E.K.K.A Electro Wizard
Bats
Skeletons P.E.K.K.A Electro Wizard
Arrows
Mirror P.E.K.K.A
Skeleton Barrel
Wizard
Skeletons P.E.K.K.A Electro Wizard
Mirror
Arrows Electro Wizard
P.E.K.K.A
Skeletons Bats Arrows Wizard Electro Wizard
Electro Wizard
Skeletons Bats Wizard Mirror 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.

Skeleton Barrel Wizard Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
Arrows P.E.K.K.A
Arrows Skeletons Bats Electro Wizard
Bats Electro Wizard Arrows Wizard
Arrows Skeleton Barrel P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Skeletons Electro Wizard
Bats Electro Wizard Skeletons Arrows Wizard
Arrows Bats Wizard Electro Wizard
P.E.K.K.A Skeletons Bats Wizard Electro Wizard
Wizard Bats Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeletons Bats Arrows P.E.K.K.A Electro Wizard
Arrows Bats Wizard Electro Wizard
Arrows Wizard Bats Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Bats Arrows P.E.K.K.A 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.

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Skeleton Barrel Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Skeletons
Arrows Wizard Skeletons Bats Skeleton Barrel Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Bats
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Skeletons Wizard
Wizard
Electro Wizard Skeletons Bats P.E.K.K.A
Bats Arrows Wizard P.E.K.K.A Electro Wizard
Arrows 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.)

Skeleton Barrel Arrows
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Wizard Arrows
Arrows Wizard Bats Skeleton Barrel
Arrows Wizard
Arrows Skeleton Barrel Wizard
Arrows Skeleton Barrel Wizard
Bats Electro Wizard
Arrows Skeleton Barrel Wizard Electro Wizard
Arrows Wizard
Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel Wizard
Arrows Skeleton Barrel Wizard
Arrows
Bats
Arrows Skeleton Barrel Wizard Electro Wizard
Arrows Skeleton Barrel Wizard
Arrows Wizard
Arrows Skeleton Barrel
Arrows Wizard
Arrows Skeleton Barrel Wizard Electro Wizard
Arrows Skeleton Barrel Wizard
Arrows Skeleton Barrel
Bats Arrows Wizard Electro Wizard
Electro Wizard Bats Skeleton Barrel Wizard
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Skeleton Barrel Electro Wizard Bats
Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Skeleton Barrel Wizard
Arrows
P.E.K.K.A
Bats Electro Wizard
Bats Electro Wizard
Skeleton Barrel Electro Wizard
P.E.K.K.A
Wizard

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