My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Tesla Electro Wizard Mother Witch

Defensive buildings

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

Tesla

Investments

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

Skeletons Bats Tesla P.E.K.K.A Electro Wizard Mother Witch

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.

The Log

Punishments

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

Goblin Gang

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.

Goblin Gang 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
Skeletons Bats Goblin Gang
Giant Snowball
Skeletons Bats Goblin Gang
Zap
Skeletons Bats Goblin Gang
Barbarian Barrel
Skeletons Goblin Gang Tesla Electro Wizard
The Log
Skeletons Goblin Gang
Earthquake
Skeletons Goblin Gang Tesla
Arrows
Skeletons Bats Goblin Gang
Royal Delivery
Skeletons Bats Goblin Gang P.E.K.K.A Electro Wizard Mother Witch
Fireball
Goblin Gang Tesla Electro Wizard Mother Witch
Poison
Bats Goblin Gang Electro Wizard Mother Witch
Lightning
Tesla Electro Wizard Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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 P.E.K.K.A Mother Witch

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.

Goblin Gang 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.

Skeletons Bats The Log Goblin Gang Tesla Electro Wizard Mother Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Goblin Gang

Attack Synergies 1 4

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.

Skeletons
Bats
P.E.K.K.A
Goblin Gang
P.E.K.K.A
Tesla
P.E.K.K.A
Electro Wizard Bats Goblin Gang The Log Mother Witch
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A
Mother Witch
P.E.K.K.A

Defense Synergies 4 16

Skeletons
Tesla Bats P.E.K.K.A The Log Electro Wizard
Bats
Skeletons Tesla P.E.K.K.A The Log Electro Wizard
Goblin Gang
Tesla P.E.K.K.A The Log Electro Wizard
Tesla
Skeletons Goblin Gang The Log Bats Electro Wizard Mother Witch
P.E.K.K.A
The Log Skeletons Bats Goblin Gang Electro Wizard
The Log
Tesla P.E.K.K.A Skeletons Bats Goblin Gang Electro Wizard Mother Witch
Electro Wizard
Skeletons Bats Goblin Gang Tesla P.E.K.K.A The Log
Mother Witch
Tesla 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.

Tesla The Log Electro Wizard
P.E.K.K.A Skeletons Bats Goblin Gang Tesla The Log Electro Wizard
Goblin Gang Tesla P.E.K.K.A Skeletons Bats Electro Wizard
Tesla P.E.K.K.A Skeletons Bats Goblin Gang Electro Wizard
P.E.K.K.A The Log
Goblin Gang The Log Skeletons Bats Tesla Electro Wizard Mother Witch
Bats Tesla Electro Wizard Goblin Gang
Tesla P.E.K.K.A The Log Electro Wizard
Tesla P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Tesla Electro Wizard
Bats Goblin Gang Electro Wizard Mother Witch Skeletons Tesla The Log
Tesla Bats Goblin Gang Electro Wizard
Tesla P.E.K.K.A Skeletons Bats Goblin Gang The Log Electro Wizard
Bats Goblin Gang Tesla P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Tesla Electro Wizard
Goblin Gang Tesla P.E.K.K.A The Log Electro Wizard
Tesla Skeletons Bats Goblin Gang P.E.K.K.A Electro Wizard
Tesla Bats Goblin Gang The Log Electro Wizard
The Log Bats Tesla Electro Wizard Mother Witch
P.E.K.K.A Tesla Electro Wizard
Goblin Gang Bats Tesla P.E.K.K.A The Log Electro Wizard Mother Witch

Counters to secondary win conditions

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

Goblin Gang Skeletons Tesla P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang Tesla The Log
Goblin Gang P.E.K.K.A Skeletons Bats The Log Electro Wizard
Goblin Gang P.E.K.K.A Bats Tesla The Log Electro Wizard
P.E.K.K.A Skeletons Goblin Gang Tesla
Mother Witch Skeletons Bats Goblin Gang Tesla Electro Wizard
Goblin Gang P.E.K.K.A Skeletons Bats Tesla Electro Wizard
P.E.K.K.A Tesla
P.E.K.K.A Electro Wizard Skeletons Bats The Log
P.E.K.K.A Skeletons Goblin Gang Tesla
P.E.K.K.A Bats Tesla
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Goblin Gang Tesla
Tesla
Goblin Gang Tesla Electro Wizard Skeletons Bats P.E.K.K.A The Log
Bats Tesla P.E.K.K.A The Log Electro Wizard Mother Witch
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
The Log
Mother Witch Bats
The Log
The Log
The Log
Bats Goblin Gang Electro Wizard
The Log Electro Wizard
The Log
The Log
The Log
The Log
Bats
The Log Electro Wizard
The Log Mother Witch
The Log
The Log
The Log
The Log Mother Witch
The Log Electro Wizard
The Log
The Log
Bats Electro Wizard Mother Witch
Electro Wizard Bats
The Log
Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Bats Goblin Gang
Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log
P.E.K.K.A
Bats Goblin Gang The Log Electro Wizard
Bats Electro Wizard
The Log Electro Wizard
P.E.K.K.A

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