My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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.

Fire Spirit 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.

Bats Knight Battle Ram 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.

Barbarian Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Barbarian Barrel

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Fire Spirit Bats Knight 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.

Fire Spirit 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 Fire Spirit Bats Barbarian Barrel Knight Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Fire Spirit Bats Barbarian Barrel

Attack Synergies 4 13

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
Fire Spirit
P.E.K.K.A Knight Battle Ram
Bats
Knight Battle Ram Barbarian Barrel P.E.K.K.A
Knight
Bats Battle Ram Fire Spirit Barbarian Barrel Electro Wizard
Battle Ram
Knight Electro Spirit Fire Spirit Bats Barbarian Barrel P.E.K.K.A Electro Wizard
Barbarian Barrel
Bats Knight Battle Ram P.E.K.K.A
P.E.K.K.A
Fire Spirit Electro Wizard Electro Spirit Bats Battle Ram Barbarian Barrel
Electro Wizard
P.E.K.K.A Knight Battle Ram

Defense Synergies 3 10

Electro Spirit
Electro Wizard
Fire Spirit
Knight P.E.K.K.A Electro Wizard
Bats
Knight Barbarian Barrel P.E.K.K.A Electro Wizard
Knight
Fire Spirit Bats Electro Wizard Barbarian Barrel
Battle Ram
Barbarian Barrel
Bats Knight P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Bats Barbarian Barrel Electro Wizard
Electro Wizard
Knight Electro Spirit Fire Spirit Bats Barbarian Barrel P.E.K.K.A

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.

Knight Barbarian Barrel Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Fire Spirit Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
Barbarian Barrel P.E.K.K.A
Barbarian Barrel Electro Spirit Fire Spirit Bats Electro Wizard
Bats Electro Wizard Electro Spirit Fire Spirit
Electro Spirit Barbarian Barrel P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Fire Spirit Barbarian Barrel Electro Wizard
Bats Electro Wizard Electro Spirit Knight Barbarian Barrel
Bats Electro Wizard
P.E.K.K.A Fire Spirit Bats Knight Electro Wizard
Fire Spirit Electro Spirit Bats Barbarian Barrel P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Electro Wizard
Bats Knight P.E.K.K.A Electro Wizard
Fire Spirit Electro Spirit Bats Knight Barbarian Barrel Electro Wizard
Barbarian Barrel Electro Spirit Fire Spirit Bats Knight Electro Wizard
P.E.K.K.A Electro Wizard
Electro Spirit Fire Spirit Bats Knight Barbarian Barrel P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Barbarian Barrel P.E.K.K.A Electro Wizard
Electro Wizard Knight Barbarian Barrel
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Barbarian Barrel Electro Wizard
P.E.K.K.A Knight
Fire Spirit Electro Spirit Bats Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Electro Spirit Bats Knight Barbarian Barrel
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Electro Wizard
P.E.K.K.A Knight
Electro Wizard Electro Spirit Bats Knight Barbarian Barrel P.E.K.K.A
Bats Electro Spirit Barbarian Barrel P.E.K.K.A Electro Wizard
Electro Spirit 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 Barbarian Barrel
Barbarian Barrel Electro Wizard
Barbarian Barrel
Knight Barbarian Barrel
Fire Spirit Barbarian Barrel
Electro Spirit Fire Spirit Bats
Fire Spirit
Fire Spirit Barbarian Barrel
Fire Spirit Bats Electro Wizard
Knight Barbarian Barrel Electro Wizard
Fire Spirit
Fire Spirit Knight Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Bats
Fire Spirit Barbarian Barrel Electro Wizard
Fire Spirit Barbarian Barrel
Barbarian Barrel
Electro Spirit Fire Spirit Barbarian Barrel
Barbarian Barrel Electro Wizard
Barbarian Barrel
Fire Spirit Bats Electro Wizard
Electro Wizard Electro Spirit Bats
Electro Spirit Electro Wizard
P.E.K.K.A
Electro Wizard Electro Spirit Fire Spirit Bats Barbarian Barrel
Fire Spirit Electro Wizard
Barbarian Barrel
Knight Electro Wizard
P.E.K.K.A
Electro Spirit Bats Electro Wizard
Bats Electro Wizard
Barbarian Barrel Electro Wizard
P.E.K.K.A

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