My Best Clash Royale Deck

Deck Check Rating

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

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 Goblin Gang Witch 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 Witch 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.

Hog Rider

Damage spells

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

Zap The Log

Punishments

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

Goblin Gang Hog Rider

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.

Goblin Gang Hog Rider 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.

Hog Rider 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 Goblin Gang Hog Rider
Giant Snowball
Bats Goblin Gang Hog Rider Witch
Zap
Bats Goblin Gang Witch
Barbarian Barrel
Goblin Gang Witch Electro Wizard
The Log
Goblin Gang Hog Rider Witch
Earthquake
Goblin Gang Hog Rider Witch
Arrows
Bats Goblin Gang Witch
Royal Delivery
Bats Goblin Gang Hog Rider Witch P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Hog Rider Witch Electro Wizard
Poison
Bats Goblin Gang Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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 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.

Goblin Gang Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Goblin Gang Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Goblin Gang

Attack Synergies 7 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
Hog Rider Zap P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Electro Wizard Bats Witch The Log
Goblin Gang
Hog Rider P.E.K.K.A
Hog Rider
Bats Zap Goblin Gang The Log Witch Electro Wizard
Witch
Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Bats Goblin Gang Witch The Log
The Log
Hog Rider Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Hog Rider

Defense Synergies 2 15

Bats
Zap P.E.K.K.A The Log Electro Wizard
Zap
Electro Wizard Bats Goblin Gang Witch P.E.K.K.A The Log
Goblin Gang
Zap P.E.K.K.A The Log Electro Wizard
Hog Rider
Witch
Zap The Log Electro Wizard
P.E.K.K.A
The Log Bats Zap Goblin Gang Electro Wizard
The Log
P.E.K.K.A Bats Zap Goblin Gang Witch Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Witch P.E.K.K.A 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.

Zap The Log Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Witch The Log Electro Wizard
Goblin Gang Witch P.E.K.K.A Bats Electro Wizard
Witch P.E.K.K.A Bats Goblin Gang Electro Wizard
P.E.K.K.A The Log
Goblin Gang The Log Bats Zap Electro Wizard
Bats Electro Wizard Zap Goblin Gang Witch
Zap P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Goblin Gang
Goblin Gang Electro Wizard
Bats Goblin Gang Witch Electro Wizard Zap The Log
Bats Zap Goblin Gang Witch Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Witch The Log Electro Wizard
Bats Zap Goblin Gang Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Bats Goblin Gang Witch P.E.K.K.A Electro Wizard
Bats Zap Goblin Gang Witch The Log Electro Wizard
Zap Witch The Log Bats Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Bats Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang The Log
Goblin Gang P.E.K.K.A Bats Zap Witch The Log Electro Wizard
Goblin Gang P.E.K.K.A Bats Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang Witch
Bats Zap Goblin Gang Witch Electro Wizard
Goblin Gang P.E.K.K.A Bats Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Witch The Log
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Witch
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang Witch
Witch
Goblin Gang Witch Electro Wizard Bats Zap P.E.K.K.A The Log
Bats Zap Witch P.E.K.K.A The Log Electro Wizard
Zap 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
Zap The Log Electro Wizard
The Log
The Log
Zap The Log
Bats Zap Witch
Witch The Log
The Log Zap
The Log Zap
Bats Goblin Gang Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap Witch The Log
The Log
Bats
Zap The Log Electro Wizard
Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Witch
Witch
The Log Zap Witch Electro Wizard
Zap Witch The Log
Zap The Log
Bats Zap Witch Electro Wizard
Zap Electro Wizard Bats Witch
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Bats Goblin Gang Witch
Zap Witch Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap Bats Goblin Gang Witch The Log Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: