My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Wizard Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

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 Baby Dragon P.E.K.K.A

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.

Fireball

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Baby Dragon 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

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 Baby Dragon
Zap
Bomber Bats
Barbarian Barrel
Electro Spirit Bomber Bomb Tower Wizard
The Log
Electro Spirit Bomber
Earthquake
Bomber Bomb Tower
Arrows
Electro Spirit Bomber Bats
Royal Delivery
Electro Spirit Bomber Bats Wizard Baby Dragon P.E.K.K.A
Fireball
Bomber Bomb Tower Wizard Baby Dragon
Poison
Bomber Bats Bomb Tower Wizard
Lightning
Bomb Tower Wizard Baby Dragon
Rocket
Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Fireball Bomb Tower Wizard Baby Dragon

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 Baby Dragon P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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 Bomber Bats Fireball Bomb Tower Baby Dragon Wizard P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Bomber Bats Fireball

Attack Synergies 0 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
Fireball P.E.K.K.A
Bomber
Bats Baby Dragon P.E.K.K.A
Bats
Bomber Baby Dragon P.E.K.K.A
Fireball
Electro Spirit Baby Dragon
Bomb Tower
Wizard
P.E.K.K.A
Baby Dragon
Bomber Bats Fireball P.E.K.K.A
P.E.K.K.A
Electro Spirit Bomber Bats Wizard Baby Dragon

Defense Synergies 0 10

Electro Spirit
Baby Dragon
Bomber
Bats P.E.K.K.A
Bats
Bomber Bomb Tower Baby Dragon P.E.K.K.A
Fireball
Bomb Tower
Bomb Tower
Bats Fireball Baby Dragon
Wizard
P.E.K.K.A
Baby Dragon
Electro Spirit Bats Bomb Tower P.E.K.K.A
P.E.K.K.A
Bomber Bats Wizard Baby Dragon

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 Fireball Wizard Baby Dragon
Bomb Tower P.E.K.K.A Bats
Bomb Tower P.E.K.K.A Bomber Bats
Bomb Tower P.E.K.K.A Bats
Bomber Fireball Bomb Tower P.E.K.K.A
Fireball Electro Spirit Bomber Bats Bomb Tower Baby Dragon
Bats Electro Spirit Fireball Bomb Tower Wizard Baby Dragon
Electro Spirit Fireball Bomb Tower Baby Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomber
Bats Electro Spirit Bomber Fireball Bomb Tower Wizard Baby Dragon
Bats Fireball Wizard Baby Dragon
Bomb Tower P.E.K.K.A Bomber Bats Fireball Wizard
Bomber Fireball Bomb Tower Wizard Electro Spirit Bats Baby Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Fireball P.E.K.K.A
Bomb Tower Wizard Bomber Bats Fireball P.E.K.K.A
Fireball Bomb Tower Electro Spirit Bomber Bats Wizard Baby Dragon
Bomb Tower Wizard Baby Dragon Electro Spirit Bomber Bats Fireball
P.E.K.K.A Bomb Tower
Bomber Wizard Electro Spirit Bats Fireball Bomb Tower Baby Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Fireball P.E.K.K.A
Fireball Bomber Bomb Tower Wizard Baby Dragon
P.E.K.K.A Bats Bomb Tower
P.E.K.K.A Bats Fireball
P.E.K.K.A
Fireball Wizard Electro Spirit Bats Bomb Tower Baby Dragon
P.E.K.K.A Bats Fireball Bomb Tower
P.E.K.K.A Bomb Tower
P.E.K.K.A Electro Spirit Bats Fireball Bomb Tower Baby Dragon
P.E.K.K.A
P.E.K.K.A Bats Bomb Tower
P.E.K.K.A Fireball
P.E.K.K.A Fireball Bomb Tower Wizard
Wizard Bomber Fireball Bomb Tower Baby Dragon
Electro Spirit Bomber Bats Fireball Bomb Tower Baby Dragon P.E.K.K.A
Bats Electro Spirit Bomber Fireball Bomb Tower Wizard Baby Dragon P.E.K.K.A
Electro Spirit Bomber Fireball Bomb Tower

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.)

Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bomber Fireball Wizard Baby Dragon
Fireball Wizard Electro Spirit Bats Baby Dragon
Bomber Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Bomber Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball
Bomber Bats
Bomber Fireball Wizard Baby Dragon
Bomber Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Wizard
Fireball Baby Dragon
Electro Spirit Bomber Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Bats Fireball Wizard Baby Dragon
Electro Spirit Bats Fireball Wizard
Fireball
Bomber Fireball Wizard
Electro Spirit Fireball
P.E.K.K.A
Fireball Wizard
Electro Spirit Bats Fireball
Fireball Wizard Baby Dragon
Fireball
Fireball Wizard Baby Dragon
Bomber Fireball Wizard Baby Dragon
Fireball
P.E.K.K.A
Electro Spirit Bats Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon
P.E.K.K.A
Fireball Wizard

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