My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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 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 Wizard P.E.K.K.A

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.

Rage Freeze The Log

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.

P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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 Rage Skeleton Army Freeze 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.

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.

Mirror Bats Rage The Log Skeleton Army Freeze Wizard P.E.K.K.A

Shortest cycle

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

6 Mirror Bats Rage The Log

Attack Synergies 1 7

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
Rage P.E.K.K.A
Wizard
Rage P.E.K.K.A
Mirror
The Log Skeleton Army Freeze
Rage
Bats Wizard
Skeleton Army
Mirror
Freeze
Mirror
P.E.K.K.A
Bats Wizard The Log
The Log
Mirror P.E.K.K.A

Defense Synergies 2 10

Bats
Freeze P.E.K.K.A The Log
Wizard
Skeleton Army Freeze P.E.K.K.A The Log
Mirror
Skeleton Army The Log
Rage
Skeleton Army
Mirror Wizard Freeze The Log
Freeze
Bats Wizard Skeleton Army
P.E.K.K.A
The Log Bats Wizard
The Log
P.E.K.K.A Bats Wizard Mirror Skeleton Army

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.

Wizard The Log
Skeleton Army P.E.K.K.A Bats The Log
Skeleton Army P.E.K.K.A Bats Freeze
Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A The Log
Skeleton Army Freeze The Log Bats
Bats Wizard Freeze
P.E.K.K.A The Log
P.E.K.K.A Skeleton Army
Skeleton Army
Bats Skeleton Army Wizard Freeze The Log
Bats Wizard
Skeleton Army P.E.K.K.A Bats Wizard Freeze The Log
Wizard Skeleton Army Bats Freeze P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army Freeze P.E.K.K.A The Log
Wizard Bats Skeleton Army P.E.K.K.A
Bats Wizard Skeleton Army The Log
Wizard Freeze The Log Bats
P.E.K.K.A
Wizard Skeleton Army Bats P.E.K.K.A The Log

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
Wizard The Log
Skeleton Army P.E.K.K.A Bats The Log
Skeleton Army P.E.K.K.A Bats The Log
P.E.K.K.A Skeleton Army
Wizard Bats Freeze
Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Skeleton Army
Freeze P.E.K.K.A Bats Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Bats Freeze P.E.K.K.A The Log
Bats Wizard Freeze P.E.K.K.A The Log

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.)

Freeze The Log
The Log
The Log
Freeze The Log
Wizard The Log
Wizard Bats Freeze
Wizard The Log
The Log Wizard Freeze
The Log Wizard
Bats
Wizard The Log
Wizard
The Log
Freeze
The Log
Wizard The Log
Wizard The Log
Freeze
Bats
Wizard The Log
Wizard The Log
The Log
Wizard
The Log
The Log
Freeze The Log Wizard
The Log Wizard
Wizard The Log
The Log
Bats Wizard
Bats Wizard Freeze
Wizard The Log
Freeze
P.E.K.K.A
Wizard The Log
Bats Skeleton Army Freeze
Wizard
Freeze
The Log
Wizard
The Log Wizard
P.E.K.K.A
Bats Freeze The Log
Bats
Freeze The Log
P.E.K.K.A
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: