My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
F2P score
RIP

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Bats Dark Prince P.E.K.K.A Electro Wizard Goblinstein

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap The Log

Punishments

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

Dark Prince Miner

Pump responses

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

Miner

Dropped at the bridge

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

Dark Prince 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.

Dark Prince Miner 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 Dark Prince Miner
Giant Snowball
Bats Miner
Zap
Bats Dark Prince
Barbarian Barrel
Dark Prince Electro Wizard
The Log
Dark Prince
Earthquake
Arrows
Bats
Royal Delivery
Bats Dark Prince P.E.K.K.A Miner Electro Wizard
Fireball
Electro Wizard
Poison
Bats Electro Wizard
Lightning
Dark Prince Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince The Log

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 Dark Prince P.E.K.K.A Miner

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Miner Dark Prince Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Miner

Attack Synergies 5 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
Miner Zap Dark Prince P.E.K.K.A
Zap
P.E.K.K.A Miner Electro Wizard Bats Dark Prince The Log
Dark Prince
Bats Zap Miner Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats The Log
The Log
Zap P.E.K.K.A Miner
Miner
Bats Zap Dark Prince The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A Dark Prince Miner
Goblinstein

Defense Synergies 2 14

Bats
Zap Dark Prince P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Bats Dark Prince P.E.K.K.A The Log Miner
Dark Prince
Bats Zap The Log Electro Wizard
P.E.K.K.A
The Log Bats Zap Electro Wizard
The Log
P.E.K.K.A Bats Zap Dark Prince Miner Electro Wizard
Miner
Zap The Log
Electro Wizard
Zap Bats Dark Prince P.E.K.K.A The Log
Goblinstein

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 The Log Electro Wizard
P.E.K.K.A Bats Zap Dark Prince The Log Electro Wizard
P.E.K.K.A Bats Dark Prince Electro Wizard
P.E.K.K.A Bats Dark Prince Electro Wizard
Dark Prince P.E.K.K.A The Log
The Log Bats Zap Dark Prince Electro Wizard
Bats Electro Wizard Zap
Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Dark Prince Miner Electro Wizard
Bats Electro Wizard Zap Dark Prince The Log
Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Dark Prince The Log Electro Wizard
Bats Zap Dark Prince P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Bats Dark Prince P.E.K.K.A Electro Wizard
Bats Zap Dark Prince The Log Electro Wizard
Zap The Log Bats Dark Prince Electro Wizard
P.E.K.K.A Electro Wizard
Dark Prince Bats P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap The Log Miner
P.E.K.K.A Bats Zap Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Bats Zap The Log Electro Wizard
P.E.K.K.A Dark Prince
Bats Zap Electro Wizard
Dark Prince P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Bats Dark Prince The Log
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Zap Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A
Electro Wizard Bats Zap Dark Prince P.E.K.K.A The Log
Bats Zap Dark Prince P.E.K.K.A The Log Electro Wizard
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.)

The Log
Zap The Log Miner Electro Wizard
The Log Miner
Dark Prince The Log
Zap Dark Prince The Log
Bats Zap
The Log
The Log Zap
The Log Miner Zap
Bats Electro Wizard
Miner Zap Dark Prince The Log Electro Wizard
Zap
The Log Miner
Zap The Log
Zap The Log
The Log
Bats
Zap Dark Prince The Log Electro Wizard
Zap The Log Miner
The Log
The Log
Zap The Log
Zap The Log Dark Prince
The Log Miner Zap Electro Wizard
Zap The Log Miner
Miner Zap The Log
Bats Zap Electro Wizard
Zap Electro Wizard Bats
Zap The Log Miner
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Bats Dark Prince
Zap Electro Wizard
The Log
Miner Dark Prince Electro Wizard
The Log Zap
Zap
Dark Prince P.E.K.K.A
Zap Bats The Log Electro Wizard
Bats Zap Electro Wizard
Zap Dark Prince The Log Miner Electro Wizard
P.E.K.K.A

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