My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Battle Ram P.E.K.K.A Electro Wizard Golden Knight

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.

Tornado The Log

Punishments

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

Battle Ram Golden Knight

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.

Battle Ram 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 Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado The Log

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 Battle Ram Skeleton Army Tornado 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.

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 Skeleton Army Tornado Battle Ram Electro Wizard Golden Knight P.E.K.K.A

Shortest cycle

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

10 Bats The Log Skeleton Army Tornado

Attack Synergies 3 8

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 P.E.K.K.A
Battle Ram
The Log Bats Tornado P.E.K.K.A Electro Wizard Golden Knight
Skeleton Army
Tornado
P.E.K.K.A Battle Ram The Log
P.E.K.K.A
Tornado Electro Wizard Bats Battle Ram The Log
The Log
Battle Ram Tornado P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram
Golden Knight
Battle Ram

Defense Synergies 2 11

Bats
P.E.K.K.A The Log Electro Wizard Golden Knight
Battle Ram
Skeleton Army
The Log Electro Wizard
Tornado
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Tornado The Log Bats Electro Wizard
The Log
P.E.K.K.A Bats Skeleton Army Tornado Electro Wizard Golden Knight
Electro Wizard
Bats Skeleton Army Tornado P.E.K.K.A The Log
Golden Knight
Bats The Log

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 Golden Knight
Skeleton Army P.E.K.K.A Bats The Log Electro Wizard
Skeleton Army Tornado P.E.K.K.A Bats Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard
Skeleton Army Tornado P.E.K.K.A The Log
Skeleton Army Tornado The Log Bats Electro Wizard
Bats Tornado Electro Wizard
P.E.K.K.A The Log Electro Wizard Golden Knight
P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado Electro Wizard
Bats Skeleton Army Electro Wizard Tornado The Log
Bats Tornado Electro Wizard
Skeleton Army P.E.K.K.A Bats The Log Electro Wizard
Skeleton Army Bats Tornado P.E.K.K.A The Log Electro Wizard Golden Knight
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Tornado P.E.K.K.A The Log Electro Wizard
Bats Skeleton Army Tornado P.E.K.K.A Electro Wizard
Bats Skeleton Army Tornado The Log Electro Wizard Golden Knight
Tornado The Log Bats Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Skeleton Army 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.

Skeleton Army P.E.K.K.A Electro Wizard
Electro Wizard The Log
Skeleton Army P.E.K.K.A Bats The Log Electro Wizard Golden Knight
Skeleton Army P.E.K.K.A Bats Tornado The Log Electro Wizard
P.E.K.K.A Skeleton Army
Bats Tornado Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Bats Skeleton Army Tornado The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Golden Knight
Skeleton Army P.E.K.K.A Tornado The Log Electro Wizard
Skeleton Army P.E.K.K.A Golden Knight
Skeleton Army
Skeleton Army Electro Wizard Bats Tornado P.E.K.K.A The Log Golden Knight
Bats P.E.K.K.A The Log Electro Wizard Golden Knight
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 Golden Knight
Tornado The Log Electro Wizard Golden Knight
The Log
The Log
The Log
Bats Tornado
Tornado The Log
The Log Tornado
The Log Tornado Golden Knight
Bats Tornado Electro Wizard
Tornado The Log Electro Wizard Golden Knight
Tornado
The Log Golden Knight
The Log
The Log Golden Knight
The Log
Tornado
Bats
The Log Electro Wizard
Tornado The Log Golden Knight
The Log
Tornado
Tornado The Log
The Log
Tornado The Log
The Log Tornado Electro Wizard Golden Knight
Tornado The Log Golden Knight
Tornado The Log Golden Knight
Bats Tornado Electro Wizard
Electro Wizard Bats
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Bats Skeleton Army
Tornado Electro Wizard
The Log
Electro Wizard
The Log
Tornado
P.E.K.K.A
Bats Tornado The Log Electro Wizard Golden Knight
Bats Tornado Electro Wizard
Tornado The Log Electro Wizard Golden Knight
P.E.K.K.A

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