My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Firecracker 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 Firecracker Balloon 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.

Balloon

Damage spells

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

Zap Tornado

Punishments

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

Balloon

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.

Barbarians Balloon 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.

Firecracker Balloon 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 Balloon
Giant Snowball
Bats Barbarians Balloon
Zap
Bats Firecracker Balloon
Barbarian Barrel
Firecracker Barbarians Electro Wizard
The Log
Firecracker Barbarians
Earthquake
Firecracker Barbarians
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Barbarians Balloon P.E.K.K.A Electro Wizard
Fireball
Firecracker Barbarians Balloon Electro Wizard
Poison
Bats Firecracker Barbarians Balloon Electro Wizard
Lightning
Balloon Electro Wizard
Rocket
Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado

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 Tornado 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.

Barbarians 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.

Bats Zap Firecracker Tornado Electro Wizard Barbarians Balloon P.E.K.K.A

Shortest cycle

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

10 Bats Zap Firecracker Tornado

Attack Synergies 8 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
Balloon Zap Firecracker P.E.K.K.A
Zap
Firecracker Tornado Balloon P.E.K.K.A Electro Wizard Bats
Firecracker
Zap Bats Tornado Balloon P.E.K.K.A
Barbarians
Balloon
Tornado
Zap P.E.K.K.A Firecracker Balloon
Balloon
Bats Zap Firecracker Barbarians Tornado Electro Wizard
P.E.K.K.A
Zap Tornado Electro Wizard Bats Firecracker
Electro Wizard
Zap P.E.K.K.A Balloon

Defense Synergies 2 13

Bats
Zap Firecracker P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Firecracker Barbarians Tornado P.E.K.K.A
Firecracker
Bats Zap Tornado P.E.K.K.A Electro Wizard
Barbarians
Zap
Tornado
P.E.K.K.A Zap Firecracker Electro Wizard
Balloon
P.E.K.K.A
Tornado Bats Zap Firecracker Electro Wizard
Electro Wizard
Zap Bats Firecracker Tornado 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.

Zap Firecracker Electro Wizard
Barbarians P.E.K.K.A Bats Zap Firecracker Electro Wizard
Barbarians Tornado P.E.K.K.A Bats Electro Wizard
Barbarians P.E.K.K.A Bats Firecracker Electro Wizard
Firecracker Barbarians Tornado P.E.K.K.A
Tornado Bats Zap Firecracker Electro Wizard
Bats Tornado Electro Wizard Zap Firecracker
Zap Barbarians P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Tornado
Tornado Firecracker Barbarians Electro Wizard
Bats Barbarians Electro Wizard Zap Firecracker Tornado
Bats Zap Firecracker Tornado Electro Wizard
Barbarians P.E.K.K.A Bats Zap Electro Wizard
Bats Zap Firecracker Barbarians Tornado P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Tornado Zap P.E.K.K.A Electro Wizard
Barbarians Bats Firecracker Tornado P.E.K.K.A Electro Wizard
Bats Zap Firecracker Barbarians Tornado Electro Wizard
Zap Tornado Bats Firecracker Barbarians Electro Wizard
Barbarians P.E.K.K.A Tornado Electro Wizard
Bats Firecracker Barbarians 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.

Barbarians Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Firecracker
Barbarians P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Barbarians Tornado Electro Wizard
Barbarians P.E.K.K.A
Firecracker Bats Zap Tornado Electro Wizard
P.E.K.K.A Bats Barbarians Electro Wizard
P.E.K.K.A Barbarians
Zap P.E.K.K.A Electro Wizard Bats Firecracker Barbarians Tornado
P.E.K.K.A Barbarians
P.E.K.K.A Bats Barbarians
P.E.K.K.A Zap Barbarians Tornado Electro Wizard
Barbarians P.E.K.K.A
Firecracker Barbarians
Barbarians Electro Wizard Bats Zap Firecracker Tornado P.E.K.K.A
Bats Zap Firecracker Barbarians P.E.K.K.A 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.)

Firecracker
Firecracker Zap Tornado Electro Wizard
Firecracker Barbarians
Zap Firecracker
Firecracker Bats Zap Tornado
Firecracker Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado
Bats Tornado Electro Wizard
Firecracker Zap Tornado Electro Wizard
Zap Firecracker Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Tornado
Bats
Zap Firecracker Electro Wizard
Zap Firecracker Tornado
Tornado
Tornado
Zap Barbarians
Zap Firecracker Tornado
Firecracker Zap Tornado Electro Wizard
Zap Tornado
Zap Firecracker Tornado
Bats Zap Firecracker Tornado Electro Wizard
Zap Electro Wizard Bats Firecracker
Zap
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Zap Electro Wizard Bats Barbarians
Zap Firecracker Tornado Electro Wizard
Firecracker Electro Wizard
Zap Firecracker
Zap Tornado
Firecracker P.E.K.K.A
Zap Bats Firecracker Tornado Electro Wizard
Firecracker Bats Zap Tornado Electro Wizard
Zap Firecracker Tornado Electro Wizard

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