My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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.

Bomber Bats Wizard P.E.K.K.A Electro Wizard Mega Knight

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.

Freeze The Log

Punishments

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

Mega Knight

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 Mega Knight

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Freeze The Log Mega Knight

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 Freeze P.E.K.K.A Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats The Log Freeze Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bomber Bats The Log Freeze

Attack Synergies 2 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.

Bomber
Bats P.E.K.K.A Mega Knight
Bats
Mega Knight Bomber P.E.K.K.A
Wizard
P.E.K.K.A Mega Knight
Freeze
P.E.K.K.A
Electro Wizard Bomber Bats Wizard The Log
The Log
P.E.K.K.A Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Bats Bomber Wizard The Log Electro Wizard

Defense Synergies 1 20

Bomber
Bats P.E.K.K.A The Log Electro Wizard
Bats
Bomber Freeze P.E.K.K.A The Log Electro Wizard Mega Knight
Wizard
Freeze P.E.K.K.A The Log Electro Wizard Mega Knight
Freeze
Bats Wizard Electro Wizard Mega Knight
P.E.K.K.A
The Log Bomber Bats Wizard Electro Wizard
The Log
P.E.K.K.A Bomber Bats Wizard Electro Wizard Mega Knight
Electro Wizard
Bomber Bats Wizard Freeze P.E.K.K.A The Log Mega Knight
Mega Knight
Bats Wizard Freeze The Log Electro Wizard

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.

Bomber Wizard The Log Electro Wizard
P.E.K.K.A Bats The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bomber Bats Freeze Electro Wizard
P.E.K.K.A Bats Electro Wizard Mega Knight
Bomber P.E.K.K.A The Log Mega Knight
Freeze The Log Bomber Bats Electro Wizard Mega Knight
Bats Electro Wizard Wizard Freeze
P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A
Bomber Electro Wizard Mega Knight
Bats Electro Wizard Bomber Wizard Freeze The Log Mega Knight
Bats Wizard Electro Wizard
P.E.K.K.A Mega Knight Bomber Bats Wizard Freeze The Log Electro Wizard
Bomber Wizard Mega Knight Bats Freeze P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Freeze P.E.K.K.A The Log Electro Wizard Mega Knight
Wizard Mega Knight Bomber Bats P.E.K.K.A Electro Wizard
Mega Knight Bomber Bats Wizard The Log Electro Wizard
Wizard Freeze The Log Bomber Bats Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Bomber Wizard Mega Knight Bats 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.

Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Bomber Wizard The Log Mega Knight
P.E.K.K.A Mega Knight Bats The Log Electro Wizard
P.E.K.K.A Mega Knight Bats The Log Electro Wizard
P.E.K.K.A Mega Knight
Wizard Bats Freeze Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Electro Wizard Mega Knight Bats The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight Wizard
Wizard Bomber Mega Knight
Electro Wizard Bomber Bats Freeze P.E.K.K.A The Log
Bats Mega Knight Bomber Wizard Freeze P.E.K.K.A The Log Electro Wizard
Bomber 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.)

Freeze The Log
The Log Electro Wizard
The Log
Freeze The Log
Bomber Wizard The Log Mega Knight
Wizard Bats Freeze
Bomber Wizard The Log
The Log Wizard Freeze
The Log Wizard
Bats Electro Wizard
Wizard The Log Electro Wizard
Wizard
The Log
Freeze
The Log
Bomber Wizard The Log
Wizard The Log Mega Knight
Freeze
Bomber Bats
Bomber Wizard The Log Electro Wizard Mega Knight
Bomber Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Freeze The Log Bomber Wizard Mega Knight
The Log Wizard Electro Wizard
Wizard The Log Mega Knight
The Log
Bats Wizard Electro Wizard
Electro Wizard Bats Wizard Freeze
Bomber Wizard The Log Mega Knight
Freeze Electro Wizard
P.E.K.K.A Mega Knight
Wizard The Log
Electro Wizard Bats Freeze
Wizard Electro Wizard
Freeze
The Log
Wizard Electro Wizard Mega Knight
The Log Bomber Wizard
P.E.K.K.A Mega Knight
Bats Freeze The Log Electro Wizard
Bats Electro Wizard
Freeze The Log Electro Wizard Mega Knight
P.E.K.K.A
Wizard Mega Knight

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