My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker 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 Knight Firecracker Wizard P.E.K.K.A Skeleton King

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

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 Knight P.E.K.K.A Skeleton King

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 Firecracker

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 King
Giant Snowball
Bats Skeleton King
Zap
Bats Firecracker Skeleton King
Barbarian Barrel
Electro Spirit Knight Firecracker Wizard Skeleton King
The Log
Electro Spirit Firecracker Skeleton King
Earthquake
Firecracker Skeleton King
Arrows
Electro Spirit Bats Firecracker Skeleton King
Royal Delivery
Electro Spirit Bats Knight Firecracker Wizard P.E.K.K.A Skeleton King
Fireball
Firecracker Wizard Skeleton King
Poison
Bats Firecracker Wizard Skeleton King
Lightning
Knight Wizard Skeleton King
Rocket
Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Wizard Skeleton King

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 Knight 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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Zap Knight Firecracker Skeleton King Wizard P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Bats Zap Knight

Attack Synergies 4 10

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
Zap P.E.K.K.A
Bats
Knight Zap Firecracker P.E.K.K.A Skeleton King
Zap
Firecracker P.E.K.K.A Electro Spirit Bats Knight
Knight
Bats Firecracker Zap Wizard
Firecracker
Zap Knight Bats P.E.K.K.A
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Zap Electro Spirit Bats Firecracker Wizard
Skeleton King
Bats

Defense Synergies 2 12

Electro Spirit
Zap
Bats
Knight Zap Firecracker P.E.K.K.A Skeleton King
Zap
Electro Spirit Bats Knight Firecracker P.E.K.K.A
Knight
Bats Firecracker Zap Wizard
Firecracker
Knight Bats Zap P.E.K.K.A
Wizard
Knight P.E.K.K.A Skeleton King
P.E.K.K.A
Bats Zap Firecracker Wizard
Skeleton King
Bats 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.

Zap Knight Firecracker Wizard
P.E.K.K.A Bats Zap Knight Firecracker
P.E.K.K.A Bats Knight
P.E.K.K.A Bats Knight Firecracker Skeleton King
Firecracker P.E.K.K.A
Electro Spirit Bats Zap Firecracker
Bats Electro Spirit Zap Firecracker Wizard
Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Skeleton King
Knight Firecracker
Bats Electro Spirit Zap Knight Firecracker Wizard Skeleton King
Bats Zap Firecracker Wizard
P.E.K.K.A Bats Zap Knight Wizard
Wizard Electro Spirit Bats Zap Firecracker P.E.K.K.A Skeleton King
P.E.K.K.A Knight Skeleton King
Zap P.E.K.K.A
Wizard Bats Knight Firecracker P.E.K.K.A
Electro Spirit Bats Zap Knight Firecracker Wizard
Zap Wizard Electro Spirit Bats Knight Firecracker
P.E.K.K.A
Wizard Electro Spirit Bats Knight Firecracker P.E.K.K.A
P.E.K.K.A

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
Zap Knight Firecracker Wizard
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight
Firecracker Wizard Electro Spirit Bats Zap
P.E.K.K.A Bats Knight
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Spirit Bats Knight Firecracker
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Zap
P.E.K.K.A Knight Wizard Skeleton King
Wizard Firecracker
Electro Spirit Bats Zap Knight Firecracker P.E.K.K.A Skeleton King
Bats Electro Spirit Zap Firecracker Wizard P.E.K.K.A Skeleton King
Electro Spirit 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.)

Knight Firecracker
Firecracker Zap
Knight Firecracker
Wizard Zap Firecracker
Firecracker Wizard Electro Spirit Bats Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Bats
Firecracker Zap Knight Wizard
Zap Firecracker Wizard
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard
Bats
Zap Firecracker Wizard
Zap Firecracker Wizard
Wizard
Zap
Zap Firecracker Electro Spirit Wizard
Firecracker Zap Wizard
Zap Wizard
Zap Firecracker
Bats Zap Firecracker Wizard
Zap Electro Spirit Bats Firecracker Wizard
Zap Wizard
Zap Electro Spirit Firecracker
P.E.K.K.A
Firecracker Wizard
Zap Electro Spirit Bats
Zap Firecracker Wizard
Knight Firecracker Wizard
Zap Firecracker Wizard Skeleton King
Zap
Firecracker P.E.K.K.A
Zap Electro Spirit Bats Firecracker Skeleton King
Firecracker Bats Zap
Zap Firecracker
P.E.K.K.A
Firecracker Wizard

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