My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Battle Ram Wizard 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.

Battle Ram

Damage spells

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

The Log

Punishments

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

Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard 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.

Electro Spirit Bats Battle Ram 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats The Log Cannon Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Bats The Log Cannon

Attack Synergies 2 8

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.

Electro Spirit
Battle Ram P.E.K.K.A
Bats
Battle Ram P.E.K.K.A
Cannon
Battle Ram
The Log Electro Spirit Bats P.E.K.K.A Electro Wizard
Wizard
P.E.K.K.A
P.E.K.K.A
Electro Wizard Electro Spirit Bats Battle Ram Wizard The Log
The Log
Battle Ram P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram

Defense Synergies 2 13

Electro Spirit
The Log Electro Wizard
Bats
Cannon P.E.K.K.A The Log Electro Wizard
Cannon
The Log Bats Wizard Electro Wizard
Battle Ram
Wizard
Cannon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Bats Wizard Electro Wizard
The Log
Cannon P.E.K.K.A Electro Spirit Bats Wizard Electro Wizard
Electro Wizard
Electro Spirit Bats Cannon Wizard 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.

Cannon Wizard The Log Electro Wizard
P.E.K.K.A Bats Cannon The Log Electro Wizard
Cannon P.E.K.K.A Bats Electro Wizard
Cannon P.E.K.K.A Bats Electro Wizard
P.E.K.K.A The Log
The Log Electro Spirit Bats Cannon Electro Wizard
Bats Electro Wizard Electro Spirit Cannon Wizard
Electro Spirit Cannon P.E.K.K.A The Log Electro Wizard
Cannon P.E.K.K.A
Cannon Electro Wizard
Bats Electro Wizard Electro Spirit Cannon Wizard The Log
Bats Wizard Electro Wizard
Cannon P.E.K.K.A Bats Wizard The Log Electro Wizard
Wizard Electro Spirit Bats Cannon P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon P.E.K.K.A The Log Electro Wizard
Wizard Bats Cannon P.E.K.K.A Electro Wizard
Cannon Electro Spirit Bats Wizard The Log Electro Wizard
Wizard The Log Electro Spirit Bats Cannon Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Wizard Electro Spirit Bats Cannon 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.

P.E.K.K.A Electro Wizard
Electro Wizard Wizard The Log
P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Cannon
Wizard Electro Spirit Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Electro Spirit Bats The Log
P.E.K.K.A Cannon
P.E.K.K.A Bats
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Wizard
Wizard Cannon
Electro Wizard Electro Spirit Bats P.E.K.K.A The Log
Bats Electro Spirit Cannon Wizard P.E.K.K.A The Log Electro Wizard
Electro Spirit Cannon 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.)

The Log
The Log Electro Wizard
The Log
The Log
Wizard The Log
Wizard Electro Spirit Bats
Wizard The Log
The Log Wizard
The Log Wizard
Bats Electro Wizard
Wizard The Log Electro Wizard
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Bats
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Electro Spirit Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Bats Wizard Electro Wizard
Electro Wizard Electro Spirit Bats Wizard
Wizard The Log
Electro Spirit Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Electro Spirit Bats
Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
P.E.K.K.A
Electro Spirit Bats The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard
P.E.K.K.A
Wizard

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