My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Dragon

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.

Skeletons Bats Goblin Demolisher Electro 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.

Zap Tornado

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 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 Dragon

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 Demolisher
Giant Snowball
Skeletons Bats Electro Dragon
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Electro Spirit
The Log
Skeletons Electro Spirit Goblin Demolisher
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Bats
Royal Delivery
Skeletons Electro Spirit Bats Goblin Demolisher Electro Dragon P.E.K.K.A
Fireball
Electro Dragon
Poison
Bats Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Goblin Demolisher Tornado Electro 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 Goblin Demolisher Tornado P.E.K.K.A

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.

Skeletons Electro Spirit Bats Zap Tornado Goblin Demolisher Electro Dragon P.E.K.K.A

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 3 11

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
Electro Spirit
Zap P.E.K.K.A
Bats
Zap Goblin Demolisher P.E.K.K.A
Zap
Tornado P.E.K.K.A Electro Spirit Bats Goblin Demolisher Electro Dragon
Goblin Demolisher
Bats Zap Tornado P.E.K.K.A
Tornado
Zap P.E.K.K.A Goblin Demolisher Electro Dragon
Electro Dragon
Zap Tornado P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Spirit Bats Goblin Demolisher Electro Dragon

Defense Synergies 1 17

Skeletons
Electro Spirit Bats Zap Goblin Demolisher Tornado Electro Dragon P.E.K.K.A
Electro Spirit
Skeletons Zap
Bats
Skeletons Zap Goblin Demolisher P.E.K.K.A
Zap
Skeletons Electro Spirit Bats Goblin Demolisher Tornado Electro Dragon P.E.K.K.A
Goblin Demolisher
Skeletons Bats Zap P.E.K.K.A
Tornado
P.E.K.K.A Skeletons Zap Electro Dragon
Electro Dragon
Skeletons Zap Tornado
P.E.K.K.A
Tornado Skeletons Bats Zap Goblin Demolisher

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 Goblin Demolisher Electro Dragon
P.E.K.K.A Skeletons Bats Zap Electro Dragon
Tornado P.E.K.K.A Skeletons Bats Electro Dragon
P.E.K.K.A Skeletons Bats Electro Dragon
Goblin Demolisher Tornado P.E.K.K.A
Tornado Skeletons Electro Spirit Bats Zap Goblin Demolisher Electro Dragon
Bats Tornado Electro Spirit Zap Electro Dragon
Electro Spirit Zap Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Tornado Skeletons
Bats Skeletons Electro Spirit Zap Goblin Demolisher Tornado Electro Dragon
Bats Zap Tornado Electro Dragon
P.E.K.K.A Skeletons Bats Zap Electro Dragon
Electro Spirit Bats Zap Goblin Demolisher Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A
Tornado Zap P.E.K.K.A
Skeletons Bats Tornado Electro Dragon P.E.K.K.A
Electro Spirit Bats Zap Goblin Demolisher Tornado Electro Dragon
Zap Tornado Electro Spirit Bats Goblin Demolisher Electro Dragon
P.E.K.K.A Tornado
Goblin Demolisher Electro Spirit Bats Electro Dragon 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.

Skeletons Zap P.E.K.K.A
Zap Electro Dragon
P.E.K.K.A Skeletons Bats Zap Electro Dragon
P.E.K.K.A Bats Zap Tornado
P.E.K.K.A Skeletons
Skeletons Electro Spirit Bats Zap Goblin Demolisher Tornado Electro Dragon
P.E.K.K.A Skeletons Bats
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Skeletons Electro Spirit Bats Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons
Goblin Demolisher Electro Dragon
Electro Dragon Skeletons Electro Spirit Bats Zap Tornado P.E.K.K.A
Bats Electro Spirit Zap Electro Dragon P.E.K.K.A
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.)

Electro Dragon
Zap Tornado Electro Dragon
Electro Dragon
Zap Goblin Demolisher
Electro Spirit Bats Zap Tornado Electro Dragon
Goblin Demolisher Tornado
Zap Goblin Demolisher Tornado Electro Dragon
Zap Tornado Electro Dragon
Bats Tornado Electro Dragon
Zap Tornado Electro Dragon
Zap Tornado Electro Dragon
Electro Dragon
Zap
Zap Goblin Demolisher Electro Dragon
Goblin Demolisher Electro Dragon
Tornado
Bats
Zap Goblin Demolisher Electro Dragon
Zap Goblin Demolisher Tornado Electro Dragon
Tornado
Tornado
Zap Electro Dragon
Zap Goblin Demolisher Tornado Electro Spirit Electro Dragon
Zap Tornado Electro Dragon
Zap Tornado Electro Dragon
Zap Tornado
Bats Zap Tornado Electro Dragon
Zap Electro Dragon Electro Spirit Bats
Zap Electro Dragon
Zap Electro Spirit Electro Dragon
P.E.K.K.A
Zap Electro Spirit Bats Electro Dragon
Zap Tornado Electro Dragon
Electro Dragon
Zap Electro Dragon
Zap Tornado
Electro Dragon P.E.K.K.A
Zap Electro Dragon Electro Spirit Bats Tornado
Bats Zap Tornado Electro Dragon
Electro Dragon Zap Tornado
P.E.K.K.A
Electro Dragon

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