My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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 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 Knight 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.

Missing

Damage spells

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

Zap Freeze The Log

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.

Knight 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.

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 Knight Electro Wizard
The Log
Bomber
Earthquake
Bomber
Arrows
Bomber Bats
Royal Delivery
Bomber Bats Knight P.E.K.K.A Electro Wizard
Fireball
Bomber Electro Wizard
Poison
Bomber Bats Electro Wizard
Lightning
Knight Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Freeze 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 Knight Freeze 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.

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.

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

Shortest cycle

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

8 Bomber Bats Zap The Log

Attack Synergies 4 12

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

Defense Synergies 5 17

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

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

Counters to secondary win conditions

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

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

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

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