My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 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!

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 Bowler 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.

Missing

Damage spells

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

Zap Tornado

Punishments

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

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.

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.

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

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 Bowler

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 Tornado Bowler 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 Tornado Bandit Electro Wizard Wizard Bowler P.E.K.K.A

Shortest cycle

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

10 Bats Zap Tornado Bandit

Attack Synergies 6 11

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 Bowler P.E.K.K.A Bandit
Zap
Tornado P.E.K.K.A Electro Wizard Bats Bowler Bandit
Wizard
Tornado P.E.K.K.A Bandit
Tornado
Zap Wizard P.E.K.K.A Bowler
Bowler
Bats Zap Tornado Electro Wizard
P.E.K.K.A
Zap Tornado Electro Wizard Bats Wizard
Bandit
Bats Zap Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bowler Bandit

Defense Synergies 4 17

Bats
Zap Bowler P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Bats Tornado Bowler P.E.K.K.A Bandit
Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Tornado
Wizard Bowler P.E.K.K.A Zap Electro Wizard
Bowler
Tornado Bats Zap Bandit Electro Wizard
P.E.K.K.A
Tornado Bats Zap Wizard Electro Wizard
Bandit
Bats Zap Wizard Bowler Electro Wizard
Electro Wizard
Zap Bats Wizard Tornado Bowler 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.

Bowler Zap Wizard Electro Wizard
P.E.K.K.A Bats Zap Bandit Electro Wizard
Tornado Bowler P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Bats Bowler Bandit Electro Wizard
Tornado Bowler P.E.K.K.A
Tornado Bowler Bats Zap Bandit Electro Wizard
Bats Tornado Electro Wizard Zap Wizard
Bowler Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado
Tornado Bowler Bandit Electro Wizard
Bats Electro Wizard Zap Wizard Tornado Bowler Bandit
Bats Zap Wizard Tornado Electro Wizard
Bowler P.E.K.K.A Bats Zap Wizard Bandit Electro Wizard
Wizard Bowler Bats Zap Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado Zap Bowler P.E.K.K.A Bandit Electro Wizard
Wizard Bats Tornado Bowler P.E.K.K.A Electro Wizard
Bats Zap Wizard Tornado Bowler Bandit Electro Wizard
Zap Wizard Tornado Bats Bowler Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Bowler 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 Bowler P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Wizard Bowler
P.E.K.K.A Bandit Bats Zap Bowler Electro Wizard
Bowler P.E.K.K.A Bats Zap Tornado Bandit Electro Wizard
P.E.K.K.A Bowler Bandit
Wizard Bats Zap Tornado Electro Wizard
P.E.K.K.A Bats Bowler Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Tornado Bandit
P.E.K.K.A
P.E.K.K.A Bats Bowler
P.E.K.K.A Zap Tornado Bowler Electro Wizard
Bowler P.E.K.K.A Wizard Bandit
Wizard Bowler
Electro Wizard Bats Zap Tornado Bowler P.E.K.K.A
Bats Bowler Zap Wizard 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 Tornado Bowler Bandit Electro Wizard
Bandit
Wizard Zap Bowler
Wizard Bats Zap Tornado
Wizard Tornado Bowler
Zap Wizard Tornado Bowler
Zap Wizard Tornado Bandit
Bats Tornado Bowler Electro Wizard
Zap Wizard Tornado Bowler Bandit Electro Wizard
Zap Wizard Tornado
Bowler Bandit
Bandit
Zap
Zap Wizard Bowler Bandit
Wizard Bowler Bandit
Tornado
Bats
Zap Wizard Bowler Bandit Electro Wizard
Zap Wizard Tornado Bowler
Bowler
Wizard Tornado
Tornado Bowler
Zap
Zap Tornado Wizard Bowler
Zap Wizard Tornado Bowler Bandit Electro Wizard
Zap Wizard Tornado Bowler Bandit
Zap Tornado Bandit
Bats Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Bats Wizard
Bowler
Zap Wizard Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard Bowler
Zap Electro Wizard Bats Bandit
Zap Wizard Tornado Electro Wizard
Wizard Bowler Electro Wizard
Zap Wizard Bowler
Zap Tornado
P.E.K.K.A
Zap Bats Tornado Bowler Electro Wizard
Bats Zap Tornado Electro Wizard
Zap Tornado Bowler Bandit Electro Wizard
P.E.K.K.A
Wizard Bowler

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