My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 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 Elixir Collector P.E.K.K.A Goblinstein

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.

Zap Tornado

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

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
Elixir Collector Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army P.E.K.K.A
Fireball
Wizard Elixir Collector Skeleton Army
Poison
Bats Wizard Elixir Collector Skeleton Army
Lightning
Wizard Elixir Collector Goblinstein
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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 Elixir Collector 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.

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 Skeleton Army Tornado Wizard Goblinstein Elixir Collector P.E.K.K.A

Shortest cycle

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

10 Bats Zap Skeleton Army Tornado

Attack Synergies 4 3

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 P.E.K.K.A
Zap
Tornado P.E.K.K.A Bats
Wizard
Tornado P.E.K.K.A
Elixir Collector
Skeleton Army
Tornado
Zap Wizard P.E.K.K.A
P.E.K.K.A
Zap Tornado Bats Wizard
Goblinstein

Defense Synergies 2 7

Bats
Zap P.E.K.K.A
Zap
Bats Skeleton Army Tornado P.E.K.K.A
Wizard
Tornado Skeleton Army P.E.K.K.A
Elixir Collector
Skeleton Army
Zap Wizard
Tornado
Wizard P.E.K.K.A Zap
P.E.K.K.A
Tornado Bats Zap Wizard
Goblinstein

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
Skeleton Army P.E.K.K.A Bats Zap
Skeleton Army Tornado P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats
Skeleton Army Tornado P.E.K.K.A
Skeleton Army Tornado Bats Zap
Bats Tornado Zap Wizard
Zap P.E.K.K.A
P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado
Bats Skeleton Army Zap Wizard Tornado
Bats Zap Wizard Tornado
Skeleton Army P.E.K.K.A Bats Zap Wizard
Wizard Skeleton Army Bats Zap Tornado P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Tornado Zap P.E.K.K.A
Wizard Bats Skeleton Army Tornado P.E.K.K.A
Bats Zap Wizard Skeleton Army Tornado
Zap Wizard Tornado Bats
P.E.K.K.A Tornado
Wizard Skeleton Army Bats P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Zap Wizard
Skeleton Army P.E.K.K.A Bats Zap
Skeleton Army P.E.K.K.A Bats Zap Tornado
P.E.K.K.A Skeleton Army
Wizard Bats Zap Tornado
Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Bats Skeleton Army Tornado
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Zap Tornado
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Bats Zap Tornado P.E.K.K.A
Bats Zap Wizard P.E.K.K.A
Zap

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.)

Zap Tornado
Wizard Zap
Wizard Bats Zap Tornado
Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Bats Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Zap
Zap Wizard
Wizard
Tornado
Bats
Zap Wizard
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard
Zap Wizard Tornado
Zap Wizard Tornado
Zap Tornado
Bats Zap Wizard Tornado
Zap Bats Wizard
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Bats Skeleton Army
Zap Wizard Tornado
Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Bats Tornado
Bats Zap Tornado
Zap Tornado
P.E.K.K.A
Wizard

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