My Best Clash Royale Deck

Deck Check Rating

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

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 Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows

Punishments

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

Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Sparky

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 Mini P.E.K.K.A Skeleton Army Sparky

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Skeleton Army Mini P.E.K.K.A Electro Wizard Giant Sparky

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 10 9

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
Giant Zap Mini P.E.K.K.A Sparky
Zap
Arrows Giant Electro Wizard Sparky Bats Mini P.E.K.K.A
Arrows
Zap Giant Sparky Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Sparky Bats Zap Arrows Electro Wizard
Giant
Bats Zap Arrows Mini P.E.K.K.A Sparky Electro Wizard
Skeleton Army
Sparky
Electro Wizard
Zap Mini P.E.K.K.A Giant Sparky
Sparky
Zap Arrows Mini P.E.K.K.A Giant Bats Skeleton Army Electro Wizard

Defense Synergies 3 12

Bats
Zap Mini P.E.K.K.A Electro Wizard Sparky
Zap
Mini P.E.K.K.A Electro Wizard Bats Arrows Skeleton Army Sparky
Arrows
Zap Mini P.E.K.K.A Sparky
Mini P.E.K.K.A
Zap Electro Wizard Bats Arrows Skeleton Army
Giant
Skeleton Army
Zap Mini P.E.K.K.A Electro Wizard Sparky
Electro Wizard
Zap Mini P.E.K.K.A Bats Skeleton Army
Sparky
Bats Zap Arrows 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.

Zap Electro Wizard Sparky
Mini P.E.K.K.A Skeleton Army Sparky Bats Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky Bats Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky Bats Electro Wizard
Arrows Mini P.E.K.K.A Skeleton Army Sparky
Arrows Skeleton Army Bats Zap Electro Wizard
Bats Electro Wizard Zap Arrows
Zap Arrows Electro Wizard Sparky
Mini P.E.K.K.A Sparky Skeleton Army
Skeleton Army Mini P.E.K.K.A Electro Wizard Sparky
Bats Skeleton Army Electro Wizard Zap Arrows
Arrows Bats Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky Bats Zap Electro Wizard
Skeleton Army Sparky Bats Zap Arrows Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky Electro Wizard
Skeleton Army Zap Mini P.E.K.K.A Electro Wizard Sparky
Sparky Bats Arrows Mini P.E.K.K.A Skeleton Army Electro Wizard
Arrows Bats Zap Skeleton Army Electro Wizard
Zap Arrows Bats Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Skeleton Army Bats Arrows Mini P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mini P.E.K.K.A Skeleton Army Zap Electro Wizard Sparky
Electro Wizard Zap Arrows Mini P.E.K.K.A
Skeleton Army Bats Zap Mini P.E.K.K.A Electro Wizard Sparky
Mini P.E.K.K.A Skeleton Army Bats Zap Electro Wizard Sparky
Mini P.E.K.K.A Skeleton Army Sparky
Arrows Bats Zap Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky Bats Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky
Zap Electro Wizard Bats Mini P.E.K.K.A Skeleton Army Sparky
Skeleton Army Sparky
Bats Mini P.E.K.K.A Sparky
Skeleton Army Zap Arrows Electro Wizard
Mini P.E.K.K.A Skeleton Army Sparky
Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Bats Zap Mini P.E.K.K.A
Bats Arrows Zap Mini P.E.K.K.A Electro Wizard Sparky
Zap Arrows 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 Sparky
Arrows Zap Electro Wizard
Arrows Sparky
Arrows Sparky
Zap Arrows Sparky
Arrows Bats Zap
Arrows Sparky
Arrows Zap
Arrows Zap
Bats Mini P.E.K.K.A Electro Wizard Sparky
Zap Arrows Electro Wizard Sparky
Zap Arrows
Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Sparky
Arrows Sparky
Arrows Sparky
Bats Mini P.E.K.K.A Sparky
Zap Arrows Mini P.E.K.K.A Electro Wizard Sparky
Zap Arrows
Sparky
Arrows
Sparky
Zap Arrows
Zap Arrows Sparky
Arrows Zap Electro Wizard Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Bats Zap Arrows Electro Wizard Sparky
Zap Electro Wizard Bats
Mini P.E.K.K.A Sparky
Zap Arrows Sparky
Zap Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Zap Electro Wizard Bats Skeleton Army
Zap Arrows Electro Wizard
Arrows
Mini P.E.K.K.A Electro Wizard Sparky
Arrows Zap
Zap Arrows Sparky
Sparky
Zap Bats Electro Wizard Sparky
Bats Zap Electro Wizard
Zap Electro Wizard Sparky
Sparky
Sparky

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