My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Wizard Electro Wizard Inferno Dragon

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 Bandit Electro Wizard Inferno Dragon

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

Punishments

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

Goblin Gang Bandit

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.

Goblin Gang 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 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 Goblin Gang Bandit Inferno Dragon
Giant Snowball
Bats Goblin Gang Inferno Dragon
Zap
Bats Goblin Gang Bandit Inferno Dragon
Barbarian Barrel
Goblin Gang Wizard Bandit Electro Wizard
The Log
Goblin Gang Bandit
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Wizard P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Fireball
Goblin Gang Wizard Bandit Electro Wizard Inferno Dragon
Poison
Bats Goblin Gang Wizard Electro Wizard
Lightning
Wizard Bandit Electro Wizard Inferno Dragon
Rocket
Wizard Inferno Dragon

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 P.E.K.K.A Inferno Dragon

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.

Goblin Gang 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 Goblin Gang Bandit Electro Wizard Inferno Dragon Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Goblin Gang Bandit

Attack Synergies 3 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 P.E.K.K.A Bandit Inferno Dragon
Zap
P.E.K.K.A Electro Wizard Bats Bandit
Goblin Gang
P.E.K.K.A Bandit
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Zap Electro Wizard Bats Goblin Gang Wizard
Bandit
Bats Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit
Inferno Dragon
Bats

Defense Synergies 1 19

Bats
Zap P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Zap
Electro Wizard Bats Goblin Gang P.E.K.K.A Bandit Inferno Dragon
Goblin Gang
Zap P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Bats Zap Goblin Gang Wizard Electro Wizard
Bandit
Bats Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Wizard P.E.K.K.A Bandit Inferno Dragon
Inferno Dragon
Bats Zap Goblin Gang Electro 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 Electro Wizard
P.E.K.K.A Inferno Dragon Bats Zap Goblin Gang Bandit Electro Wizard
Goblin Gang P.E.K.K.A Bats Bandit Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Goblin Gang Bandit Electro Wizard
P.E.K.K.A
Goblin Gang Bats Zap Bandit Electro Wizard
Bats Electro Wizard Inferno Dragon Zap Goblin Gang Wizard
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang
Goblin Gang Bandit Electro Wizard
Bats Goblin Gang Electro Wizard Zap Wizard Bandit
Inferno Dragon Bats Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Wizard Bandit Electro Wizard
Wizard Bats Zap Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Bandit Electro Wizard
Zap Goblin Gang P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Wizard Bats Goblin Gang P.E.K.K.A Electro Wizard
Bats Zap Goblin Gang Wizard Bandit Electro Wizard
Zap Wizard Bats Bandit Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Goblin Gang Wizard Bats P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Goblin Gang Wizard Inferno Dragon
Goblin Gang P.E.K.K.A Bandit Bats Zap Electro Wizard
Goblin Gang P.E.K.K.A Bats Zap Bandit Electro Wizard
P.E.K.K.A Goblin Gang Bandit Inferno Dragon
Wizard Bats Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard Bats Bandit Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon Bats
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Wizard Bandit
Wizard
Goblin Gang Electro Wizard Bats Zap P.E.K.K.A Inferno Dragon
Bats Zap Wizard P.E.K.K.A Electro Wizard Inferno Dragon
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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard Bandit
Bats Goblin Gang Electro Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard
Bandit
Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Bats
Zap Wizard Bandit Electro Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Inferno Dragon
Zap Wizard Bandit Electro Wizard
Zap Wizard Bandit
Zap Bandit
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Bats Goblin Gang Bandit
Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Bandit Electro Wizard
P.E.K.K.A Inferno Dragon
Wizard

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