My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard 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 Wizard Dark Prince Rune Giant P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Zap

Punishments

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

Dark Prince Bandit

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.

Dark Prince Rune Giant P.E.K.K.A Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Dark Prince

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 Dark Prince Rune Giant 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.

Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Bandit Dark Prince Rune Giant Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Zap Bandit Dark Prince

Attack Synergies 3 14

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
Zap Dark Prince Rune Giant P.E.K.K.A Bandit
Zap
P.E.K.K.A Electro Wizard Bats Dark Prince Bandit
Wizard
Dark Prince P.E.K.K.A Bandit
Dark Prince
Bats Zap Wizard Bandit Electro Wizard
Rune Giant
Bats Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Wizard
Bandit
Bats Zap Wizard Dark Prince Electro Wizard
Electro Wizard
Zap P.E.K.K.A Dark Prince Rune Giant Bandit

Defense Synergies 1 16

Bats
Zap Dark Prince P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Bats Dark Prince P.E.K.K.A Bandit
Wizard
Dark Prince P.E.K.K.A Bandit Electro Wizard
Dark Prince
Bats Zap Wizard Bandit Electro Wizard
Rune Giant
P.E.K.K.A
Bats Zap Wizard Electro Wizard
Bandit
Bats Zap Wizard Dark Prince Electro Wizard
Electro Wizard
Zap Bats Wizard Dark Prince P.E.K.K.A Bandit

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 Wizard Electro Wizard
P.E.K.K.A Bats Zap Dark Prince Bandit Electro Wizard
P.E.K.K.A Bats Dark Prince Bandit Electro Wizard
P.E.K.K.A Bats Dark Prince Bandit Electro Wizard
Dark Prince P.E.K.K.A
Bats Zap Dark Prince Bandit Electro Wizard
Bats Electro Wizard Zap Wizard
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Dark Prince Bandit Electro Wizard
Bats Electro Wizard Zap Wizard Dark Prince Bandit
Bats Zap Wizard Electro Wizard
P.E.K.K.A Bats Zap Wizard Dark Prince Bandit Electro Wizard
Wizard Bats Zap Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Wizard Bats Dark Prince P.E.K.K.A Electro Wizard
Bats Zap Wizard Dark Prince Bandit Electro Wizard
Zap Wizard Bats Dark Prince Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Dark Prince Bats P.E.K.K.A Bandit 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.

Zap Dark Prince P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Wizard
P.E.K.K.A Bandit Bats Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Bats Zap Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit
Wizard Bats Zap Electro Wizard
Dark Prince P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Bats Dark Prince Bandit
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Wizard Bandit
Wizard
Electro Wizard Bats Zap Dark Prince P.E.K.K.A
Bats Zap Wizard Dark Prince P.E.K.K.A 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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Dark Prince
Wizard Zap Dark Prince
Wizard Bats Zap
Wizard
Zap Wizard
Zap Wizard Bandit
Bats Electro Wizard
Zap Wizard Dark Prince Bandit Electro Wizard
Zap Wizard
Bandit
Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Bats
Zap Wizard Dark Prince Bandit Electro Wizard
Zap Wizard
Wizard
Zap
Zap Wizard Dark Prince
Zap Wizard Bandit Electro Wizard
Zap Wizard Bandit
Zap Bandit
Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Bats Dark Prince Bandit
Zap Wizard Electro Wizard
Wizard Dark Prince Electro Wizard
Zap Wizard
Zap
Dark Prince P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Dark Prince Bandit Electro Wizard
P.E.K.K.A
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: