My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 Magic Archer

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 Battle Ram Dark Prince P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Poison The Log

Punishments

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

Battle Ram Dark Prince

Pump responses

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

Poison

Dropped at the bridge

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

Battle Ram Dark Prince P.E.K.K.A Magic Archer

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 Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Poison The Log Magic Archer

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 Battle Ram Dark Prince Poison 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Battle Ram Dark Prince Poison Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

12 Bats The Log Battle Ram Dark Prince

Attack Synergies 6 12

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
Battle Ram Dark Prince P.E.K.K.A
Battle Ram
Poison The Log Magic Archer Bats P.E.K.K.A Electro Wizard
Dark Prince
Bats Poison Electro Wizard Magic Archer
Poison
Battle Ram P.E.K.K.A Dark Prince The Log
P.E.K.K.A
Poison Electro Wizard Magic Archer Bats Battle Ram The Log
The Log
Battle Ram Poison P.E.K.K.A Magic Archer
Electro Wizard
P.E.K.K.A Battle Ram Dark Prince Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Dark Prince The Log Electro Wizard

Defense Synergies 1 14

Bats
Dark Prince P.E.K.K.A The Log Electro Wizard
Battle Ram
Dark Prince
Bats Poison The Log Electro Wizard Magic Archer
Poison
Dark Prince The Log Electro Wizard
P.E.K.K.A
The Log Bats Electro Wizard
The Log
P.E.K.K.A Bats Dark Prince Poison Electro Wizard Magic Archer
Electro Wizard
Bats Dark Prince Poison P.E.K.K.A The Log Magic Archer
Magic Archer
Dark Prince The Log Electro 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.

The Log Electro Wizard Magic Archer
P.E.K.K.A Bats 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 Poison P.E.K.K.A The Log
The Log Bats Dark Prince Electro Wizard Magic Archer
Bats Electro Wizard Poison Magic Archer
Poison P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A
Dark Prince Electro Wizard
Bats Poison Electro Wizard Dark Prince The Log Magic Archer
Bats Poison Electro Wizard Magic Archer
P.E.K.K.A Bats Dark Prince The Log Electro Wizard
Bats Dark Prince Poison P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard
Bats Dark Prince Poison P.E.K.K.A Electro Wizard
Bats Dark Prince The Log Electro Wizard Magic Archer
Poison The Log Bats Dark Prince Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Dark Prince Bats Poison 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.

Dark Prince P.E.K.K.A Electro Wizard
Poison Electro Wizard The Log Magic Archer
P.E.K.K.A Bats Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Dark Prince
Poison Bats Electro Wizard Magic Archer
Dark Prince P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Dark Prince
P.E.K.K.A Electro Wizard Bats Dark Prince Poison The Log Magic Archer
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Dark Prince Poison The Log Electro Wizard
Dark Prince P.E.K.K.A
Magic Archer
Electro Wizard Bats Dark Prince Poison P.E.K.K.A The Log Magic Archer
Bats Poison Dark Prince P.E.K.K.A The Log Electro Wizard Magic Archer
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.)

Poison Magic Archer The Log
Poison The Log Electro Wizard Magic Archer
Poison The Log Magic Archer
Dark Prince Poison The Log
Poison Dark Prince The Log Magic Archer
Poison Bats Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Poison The Log
Bats Poison Electro Wizard
Poison Dark Prince The Log Electro Wizard Magic Archer
Poison Magic Archer
Poison The Log Magic Archer
Poison Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Magic Archer Poison The Log
Poison
Bats
Dark Prince Poison The Log Electro Wizard Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Poison
The Log
Poison The Log
Poison The Log Dark Prince Magic Archer
Poison The Log Electro Wizard Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Poison Bats Electro Wizard Magic Archer
Electro Wizard Bats Poison
Poison The Log Magic Archer
Poison Electro Wizard Magic Archer
P.E.K.K.A
Poison The Log Magic Archer
Electro Wizard Bats Dark Prince Magic Archer
Poison Electro Wizard Magic Archer
The Log
Poison Dark Prince Electro Wizard Magic Archer
The Log Poison Magic Archer
Poison
Dark Prince P.E.K.K.A
Bats Poison The Log Electro Wizard Magic Archer
Bats Poison Electro Wizard Magic Archer
Poison Dark Prince The Log Electro Wizard Magic Archer
P.E.K.K.A

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