My Best Clash Royale Deck

Deck Check Rating

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

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 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 Wizard P.E.K.K.A

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 Arrows Tornado

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Wizard Tornado

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.

Electro Spirit Bats Arrows Tornado 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Zap Arrows Tornado Wizard P.E.K.K.A

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 6 5

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
Electro Spirit
Zap P.E.K.K.A
Bats
Zap P.E.K.K.A
Zap
Arrows Tornado P.E.K.K.A Electro Spirit Bats
Arrows
Zap P.E.K.K.A
Wizard
Tornado P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A
P.E.K.K.A
Zap Arrows Tornado Electro Spirit Bats Wizard

Defense Synergies 2 15

Skeletons
Electro Spirit Bats Zap Wizard Tornado P.E.K.K.A
Electro Spirit
Skeletons Zap
Bats
Skeletons Zap P.E.K.K.A
Zap
Skeletons Electro Spirit Bats Arrows Tornado P.E.K.K.A
Arrows
Zap Tornado P.E.K.K.A
Wizard
Tornado Skeletons P.E.K.K.A
Tornado
Wizard P.E.K.K.A Skeletons Zap Arrows
P.E.K.K.A
Tornado Skeletons Bats Zap Arrows 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
P.E.K.K.A Skeletons Bats Zap
Tornado P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Bats
Arrows Tornado P.E.K.K.A
Arrows Tornado Skeletons Electro Spirit Bats Zap
Bats Tornado Electro Spirit Zap Arrows Wizard
Electro Spirit Zap Arrows P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Tornado Skeletons
Bats Skeletons Electro Spirit Zap Arrows Wizard Tornado
Arrows Bats Zap Wizard Tornado
P.E.K.K.A Skeletons Bats Zap Wizard
Wizard Electro Spirit Bats Zap Arrows Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap P.E.K.K.A
Wizard Skeletons Bats Arrows Tornado P.E.K.K.A
Arrows Electro Spirit Bats Zap Wizard Tornado
Zap Arrows Wizard Tornado Electro Spirit Bats
P.E.K.K.A Tornado
Wizard Electro Spirit Bats Arrows P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A
Zap Arrows Wizard
P.E.K.K.A Skeletons Bats Zap
P.E.K.K.A Bats Zap Tornado
P.E.K.K.A Skeletons
Arrows Wizard Skeletons Electro Spirit Bats Zap Tornado
P.E.K.K.A Skeletons Bats
P.E.K.K.A
Zap P.E.K.K.A Skeletons Electro Spirit Bats Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Zap Arrows Tornado
P.E.K.K.A Skeletons Wizard
Wizard
Skeletons Electro Spirit Bats Zap Tornado P.E.K.K.A
Bats Arrows Electro Spirit Zap Wizard P.E.K.K.A
Arrows

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.)

Arrows
Arrows Zap Tornado
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Electro Spirit Bats Zap Tornado
Arrows Wizard Tornado
Arrows Zap Wizard Tornado
Arrows Zap Wizard Tornado
Bats Tornado
Zap Arrows Wizard Tornado
Zap Arrows Wizard Tornado
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows Tornado
Bats
Zap Arrows Wizard
Zap Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Electro Spirit Wizard
Arrows Zap Wizard Tornado
Zap Arrows Wizard Tornado
Zap Arrows Tornado
Bats Zap Arrows Wizard Tornado
Zap Electro Spirit Bats Wizard
Zap Arrows Wizard
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows Wizard
Zap Electro Spirit Bats
Zap Arrows Wizard Tornado
Arrows
Wizard
Arrows Zap Wizard
Zap Arrows Tornado
P.E.K.K.A
Zap Electro Spirit Bats Tornado
Bats Zap Tornado
Zap Tornado

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