My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

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.

Tombstone

Investments

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

Bats Tombstone Balloon 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.

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Balloon

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.

Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Tombstone Rage 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.

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.

Bats Rage Arrows Tombstone Skeleton Army Electro Wizard Balloon P.E.K.K.A

Shortest cycle

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

10 Bats Rage Arrows Tombstone

Attack Synergies 5 4

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
Balloon Rage P.E.K.K.A
Arrows
Balloon P.E.K.K.A
Tombstone
Rage
Balloon Bats Electro Wizard
Skeleton Army
Balloon
Bats Arrows Rage Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats
Electro Wizard
P.E.K.K.A Rage Balloon

Defense Synergies 0 7

Bats
P.E.K.K.A Electro Wizard
Arrows
Tombstone P.E.K.K.A
Tombstone
Arrows Electro Wizard
Rage
Skeleton Army
Electro Wizard
Balloon
P.E.K.K.A
Bats Arrows Electro Wizard
Electro Wizard
Bats Tombstone 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.

Tombstone Electro Wizard
Skeleton Army P.E.K.K.A Bats Tombstone Electro Wizard
Skeleton Army P.E.K.K.A Bats Tombstone Electro Wizard
Skeleton Army P.E.K.K.A Bats Tombstone Electro Wizard
Arrows Tombstone Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bats Electro Wizard
Bats Electro Wizard Arrows Tombstone
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tombstone Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Arrows Tombstone
Arrows Bats Electro Wizard
Tombstone Skeleton Army P.E.K.K.A Bats Electro Wizard
Skeleton Army Bats Arrows Tombstone P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Tombstone Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Bats Arrows Tombstone Skeleton Army P.E.K.K.A Electro Wizard
Arrows Tombstone Bats Skeleton Army Electro Wizard
Arrows Bats Tombstone Electro Wizard
P.E.K.K.A Electro Wizard
Skeleton Army Bats Arrows 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 Tombstone P.E.K.K.A Electro Wizard
Electro Wizard Arrows
Tombstone Skeleton Army P.E.K.K.A Bats Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Tombstone Skeleton Army
Arrows Bats Electro Wizard
Skeleton Army P.E.K.K.A Bats Tombstone Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Bats Tombstone Skeleton Army
P.E.K.K.A Tombstone Skeleton Army
P.E.K.K.A Bats Tombstone
Skeleton Army P.E.K.K.A Arrows Electro Wizard
Skeleton Army P.E.K.K.A Tombstone
Skeleton Army
Tombstone Skeleton Army Electro Wizard Bats P.E.K.K.A
Bats Arrows P.E.K.K.A Electro Wizard
Arrows Tombstone 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.)

Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Bats Tombstone Skeleton Army
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
P.E.K.K.A
Bats Electro Wizard
Bats Electro Wizard
Electro Wizard
P.E.K.K.A

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