My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Archers 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 Archers Knight Wizard 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 Rocket Rage

Pump responses

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

Rocket

Dropped at the bridge

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

Knight P.E.K.K.A

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 Archers
Giant Snowball
Bats Archers
Zap
Bats Archers
Barbarian Barrel
Archers Knight Wizard
The Log
Archers
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight Wizard P.E.K.K.A
Fireball
Archers Wizard
Poison
Bats Archers Wizard
Lightning
Knight Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket

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 Knight Rocket Rage 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Archers Knight Wizard Rocket P.E.K.K.A

Shortest cycle

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

9 Bats Zap Rage Archers

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
Knight Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Bats Archers Knight
Archers
Knight Zap P.E.K.K.A
Knight
Bats Archers Zap Wizard
Wizard
Knight Rage P.E.K.K.A
Rocket
Rage
Bats Wizard
P.E.K.K.A
Zap Bats Archers Wizard

Defense Synergies 2 8

Bats
Knight Zap P.E.K.K.A
Zap
Bats Archers Knight P.E.K.K.A
Archers
Knight Zap P.E.K.K.A
Knight
Bats Archers Zap Wizard
Wizard
Knight P.E.K.K.A
Rocket
Rage
P.E.K.K.A
Bats Zap Archers 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.

Rocket Zap Knight Wizard
P.E.K.K.A Bats Zap Knight
Rocket P.E.K.K.A Bats Archers Knight
P.E.K.K.A Bats Knight
Rocket P.E.K.K.A
Bats Zap Archers
Bats Rocket Zap Archers Wizard
Rocket Zap P.E.K.K.A
P.E.K.K.A
Knight Archers
Bats Archers Zap Knight Wizard
Bats Zap Archers Wizard
P.E.K.K.A Bats Zap Knight Wizard Rocket
Wizard Rocket Bats Zap P.E.K.K.A
P.E.K.K.A Knight
Rocket Zap P.E.K.K.A
Wizard Bats Knight P.E.K.K.A
Bats Zap Archers Knight Wizard
Zap Wizard Bats Archers Knight
P.E.K.K.A
Wizard Bats Archers Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Archers P.E.K.K.A
Zap Archers Knight Wizard Rocket
P.E.K.K.A Bats Zap Knight Rocket
Rocket P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight
Wizard Rocket Bats Zap Archers
Rocket P.E.K.K.A Bats Archers Knight
P.E.K.K.A Knight
Zap Rocket P.E.K.K.A Bats Knight
P.E.K.K.A
P.E.K.K.A Bats Knight
Rocket P.E.K.K.A Zap
Rocket P.E.K.K.A Knight Wizard
Wizard Archers
Bats Zap Archers Knight Rocket P.E.K.K.A
Bats Zap Archers Wizard P.E.K.K.A

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 Rocket
Zap
Rocket
Knight Rocket
Wizard Rocket Zap
Wizard Bats Zap Rocket
Archers Wizard
Zap Wizard
Zap Wizard
Rocket Bats
Rocket Zap Knight Wizard
Zap Archers Wizard Rocket
Rocket Knight
Rocket
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket
Bats Rocket
Rocket Zap Archers Wizard
Rocket Zap Wizard
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Wizard
Zap Wizard
Zap Wizard
Rocket Zap
Bats Zap Archers Wizard
Zap Rocket Bats Wizard
Zap Wizard Rocket
Zap Rocket
P.E.K.K.A
Rocket Wizard
Zap Bats Archers Rocket
Rocket Zap Archers Wizard
Knight Wizard Rocket
Zap Wizard
Rocket Zap
P.E.K.K.A
Zap Bats Rocket
Bats Zap Rocket
Zap Rocket

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