My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 Elixir Golem 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.

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

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

Elixir Golem

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.

Elixir Golem P.E.K.K.A Skeleton King

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 Elixir Golem Guards Skeleton King
Giant Snowball
Bats Guards Skeleton King
Zap
Bats Guards Skeleton King
Barbarian Barrel
Elixir Golem Wizard Guards Skeleton King
The Log
Elixir Golem Guards Skeleton King
Earthquake
Elixir Golem Guards Skeleton King
Arrows
Bats Guards Skeleton King
Royal Delivery
Bats Elixir Golem Wizard Guards P.E.K.K.A Skeleton King
Fireball
Elixir Golem Wizard Skeleton King
Poison
Bats Elixir Golem Wizard Guards Skeleton King
Lightning
Wizard Skeleton King
Rocket
Wizard Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Bats Arrows Elixir Golem Guards 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Elixir Golem Guards Skeleton King Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Elixir Golem

Attack Synergies 3 9

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.

Bats
Zap Elixir Golem P.E.K.K.A Skeleton King
Zap
Arrows P.E.K.K.A Bats Elixir Golem Guards
Arrows
Zap P.E.K.K.A Elixir Golem
Elixir Golem
Bats Zap Arrows Wizard
Wizard
Elixir Golem P.E.K.K.A
Guards
Zap
P.E.K.K.A
Zap Arrows Bats Wizard
Skeleton King
Bats

Defense Synergies 0 10

Bats
Zap P.E.K.K.A Skeleton King
Zap
Bats Arrows Guards P.E.K.K.A
Arrows
Zap P.E.K.K.A
Elixir Golem
Wizard
Guards P.E.K.K.A Skeleton King
Guards
Zap Wizard
P.E.K.K.A
Bats Zap Arrows 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 Wizard
P.E.K.K.A Bats Zap
P.E.K.K.A Bats
P.E.K.K.A Bats Guards Skeleton King
Arrows P.E.K.K.A
Arrows Bats Zap Guards
Bats Zap Arrows Wizard
Zap Arrows P.E.K.K.A
P.E.K.K.A Skeleton King
Guards
Bats Guards Zap Arrows Wizard Skeleton King
Arrows Bats Zap Wizard
P.E.K.K.A Bats Zap Wizard Guards
Wizard Bats Zap Arrows Guards P.E.K.K.A Skeleton King
P.E.K.K.A Skeleton King
Zap P.E.K.K.A
Wizard Bats Arrows P.E.K.K.A
Arrows Bats Zap Wizard Guards
Zap Arrows Wizard Bats Guards
P.E.K.K.A
Wizard Bats Arrows Guards 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.

Guards Zap P.E.K.K.A
Zap Arrows Wizard
Guards P.E.K.K.A Bats Zap
Guards P.E.K.K.A Bats Zap
P.E.K.K.A Guards
Arrows Wizard Bats Zap
Guards P.E.K.K.A Bats
P.E.K.K.A
Zap P.E.K.K.A Bats
P.E.K.K.A Guards
P.E.K.K.A Bats Guards
P.E.K.K.A Zap Arrows Guards
P.E.K.K.A Wizard Guards Skeleton King
Wizard
Guards Bats Zap P.E.K.K.A Skeleton King
Bats Arrows Zap Wizard P.E.K.K.A Skeleton King
Zap Arrows

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.)

Arrows Guards
Arrows Zap
Arrows
Arrows Guards
Wizard Zap Arrows
Arrows Wizard Bats Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Guards
Zap Arrows Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Bats
Zap Arrows Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Bats Zap Arrows Wizard
Zap Bats Wizard Guards
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Bats Guards
Zap Arrows Wizard
Arrows
Wizard
Arrows Zap Wizard Skeleton King
Zap Arrows
P.E.K.K.A
Zap Bats Guards Skeleton King
Bats Zap
Zap
P.E.K.K.A
Wizard

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