My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Firecracker 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 Firecracker 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.

Missing

Damage spells

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

Arrows Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Firecracker Guards Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

8 Mirror Bats Arrows Firecracker

Attack Synergies 3 6

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
Firecracker P.E.K.K.A
Arrows
Mirror P.E.K.K.A Lightning
Firecracker
Bats Mirror P.E.K.K.A
Mirror
Arrows Firecracker Lightning
Guards
Lightning
Arrows Mirror
P.E.K.K.A
Arrows Electro Wizard Bats Firecracker
Electro Wizard
P.E.K.K.A

Defense Synergies 1 12

Bats
Firecracker P.E.K.K.A Electro Wizard
Arrows
Mirror Lightning P.E.K.K.A
Firecracker
Bats Mirror Guards P.E.K.K.A Electro Wizard
Mirror
Arrows Firecracker Electro Wizard
Guards
Firecracker Electro Wizard
Lightning
Arrows
P.E.K.K.A
Bats Arrows Firecracker Electro Wizard
Electro Wizard
Bats Firecracker Mirror Guards 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.

Lightning Firecracker Electro Wizard
P.E.K.K.A Bats Firecracker Electro Wizard
P.E.K.K.A Bats Lightning Electro Wizard
P.E.K.K.A Bats Firecracker Guards Electro Wizard
Lightning Arrows Firecracker P.E.K.K.A
Arrows Bats Firecracker Guards Electro Wizard
Bats Lightning Electro Wizard Arrows Firecracker
Lightning Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Firecracker Electro Wizard
Bats Guards Electro Wizard Arrows Firecracker
Arrows Bats Firecracker Electro Wizard
P.E.K.K.A Bats Guards Lightning Electro Wizard
Bats Arrows Firecracker Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Lightning P.E.K.K.A Electro Wizard
Bats Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Bats Firecracker Guards Electro Wizard
Arrows Bats Firecracker Guards Electro Wizard
P.E.K.K.A Electro Wizard
Bats Arrows Firecracker Guards P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Lightning
Guards P.E.K.K.A Bats Lightning Electro Wizard
Guards Lightning P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Guards
Arrows Firecracker Bats Electro Wizard
Guards P.E.K.K.A Bats Lightning Electro Wizard
P.E.K.K.A
Lightning P.E.K.K.A Electro Wizard Bats Firecracker
P.E.K.K.A Guards
P.E.K.K.A Bats Guards
Lightning P.E.K.K.A Arrows Guards Electro Wizard
Lightning P.E.K.K.A Guards
Firecracker
Guards Electro Wizard Bats Firecracker Lightning P.E.K.K.A
Bats Arrows Firecracker 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.)

Lightning Arrows Firecracker Guards
Arrows Firecracker Electro Wizard
Lightning Arrows
Lightning Arrows Firecracker Guards
Arrows Firecracker
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker Lightning
Arrows Firecracker Lightning
Lightning Bats Guards Electro Wizard
Firecracker Lightning Arrows Electro Wizard
Lightning Arrows Firecracker
Lightning Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows Firecracker
Lightning Arrows
Bats Lightning
Lightning Arrows Firecracker Electro Wizard
Lightning Arrows Firecracker
Lightning
Lightning Arrows
Lightning
Lightning Arrows
Arrows Firecracker
Arrows Firecracker Lightning Electro Wizard
Lightning Arrows
Lightning Arrows Firecracker
Lightning Bats Arrows Firecracker Electro Wizard
Lightning Electro Wizard Bats Firecracker Guards
Lightning
Lightning Arrows
Lightning Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker Lightning
Lightning Electro Wizard Bats Guards
Lightning Arrows Firecracker Electro Wizard
Arrows
Lightning Firecracker Electro Wizard
Arrows Firecracker Lightning
Lightning Arrows
Firecracker P.E.K.K.A
Bats Firecracker Guards Lightning Electro Wizard
Firecracker Bats Lightning Electro Wizard
Lightning Firecracker Electro Wizard
P.E.K.K.A
Lightning Firecracker

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