My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Furnace Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Furnace 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.

Missing

Damage spells

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

Arrows Rocket

Pump responses

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

Rocket

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace Wizard Rocket

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Rocket Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Furnace 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 Arrows Skeleton Army Furnace Electro Wizard Wizard Rocket P.E.K.K.A

Shortest cycle

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

12 Bats Arrows Skeleton Army Furnace

Attack Synergies 2 3

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
P.E.K.K.A
Arrows
P.E.K.K.A
Furnace
P.E.K.K.A
Wizard
P.E.K.K.A
Rocket
Skeleton Army
P.E.K.K.A
Arrows Electro Wizard Bats Furnace Wizard
Electro Wizard
P.E.K.K.A

Defense Synergies 0 11

Bats
P.E.K.K.A Electro Wizard
Arrows
Furnace P.E.K.K.A
Furnace
Arrows Skeleton Army Electro Wizard
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Rocket
Skeleton Army
Furnace Wizard Electro Wizard
P.E.K.K.A
Bats Arrows Wizard Electro Wizard
Electro Wizard
Bats Furnace Wizard Skeleton Army 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.

Rocket Wizard Electro Wizard
Skeleton Army P.E.K.K.A Bats Furnace Electro Wizard
Furnace Rocket Skeleton Army P.E.K.K.A Bats Electro Wizard
Skeleton Army P.E.K.K.A Bats Furnace Electro Wizard
Arrows Rocket Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bats Furnace Electro Wizard
Bats Furnace Rocket Electro Wizard Arrows Wizard
Rocket Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Furnace Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Arrows Furnace Wizard
Arrows Bats Furnace Wizard Electro Wizard
Furnace Skeleton Army P.E.K.K.A Bats Wizard Rocket Electro Wizard
Wizard Rocket Skeleton Army Bats Arrows Furnace P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Furnace Electro Wizard
Rocket Skeleton Army Furnace P.E.K.K.A Electro Wizard
Wizard Bats Arrows Furnace Skeleton Army P.E.K.K.A Electro Wizard
Arrows Bats Furnace Wizard Skeleton Army Electro Wizard
Arrows Furnace Wizard Bats Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army Bats Arrows Furnace 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.

Skeleton Army Furnace P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard Rocket
Skeleton Army P.E.K.K.A Bats Furnace Rocket Electro Wizard
Rocket Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Skeleton Army
Arrows Furnace Wizard Rocket Bats Electro Wizard
Rocket Skeleton Army P.E.K.K.A Bats Furnace Electro Wizard
P.E.K.K.A Skeleton Army
Rocket P.E.K.K.A Electro Wizard Bats Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Rocket Skeleton Army P.E.K.K.A Arrows Electro Wizard
Rocket Skeleton Army P.E.K.K.A Wizard
Wizard Furnace Skeleton Army
Skeleton Army Electro Wizard Bats Furnace Rocket P.E.K.K.A
Bats Arrows Wizard P.E.K.K.A Electro Wizard
Arrows Furnace

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 Rocket
Arrows Electro Wizard
Rocket Arrows
Arrows Rocket
Wizard Rocket Arrows Furnace
Arrows Wizard Bats Furnace Rocket
Arrows Furnace Wizard
Arrows Wizard
Arrows Wizard
Rocket Bats Electro Wizard
Rocket Arrows Wizard Electro Wizard
Arrows Wizard Rocket
Rocket
Arrows Rocket
Arrows Furnace
Rocket Arrows Furnace Wizard
Arrows Furnace Wizard Rocket
Arrows Rocket
Bats Rocket
Rocket Arrows Wizard Electro Wizard
Rocket Arrows Wizard
Rocket
Rocket Arrows Wizard
Rocket
Rocket Arrows
Arrows Furnace Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Rocket Arrows
Bats Arrows Furnace Wizard Electro Wizard
Rocket Electro Wizard Bats Wizard
Arrows Wizard Rocket
Rocket Arrows Electro Wizard
P.E.K.K.A
Rocket Arrows Wizard
Electro Wizard Bats Rocket Skeleton Army
Rocket Arrows Wizard Electro Wizard
Arrows
Wizard Rocket Electro Wizard
Arrows Wizard
Rocket Arrows
P.E.K.K.A
Bats Rocket Electro Wizard
Bats Rocket Electro Wizard
Rocket Electro Wizard

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