My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Furnace Electro Wizard

Defensive buildings

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

Furnace

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 Furnace 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.

Missing

Damage spells

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

Arrows Rage

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Furnace

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 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.

Furnace 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.

Mirror Bats Rage Arrows Firecracker Furnace Electro Wizard P.E.K.K.A

Shortest cycle

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

7 Mirror Bats Rage Arrows

Attack Synergies 3 8

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
Firecracker Rage P.E.K.K.A
Arrows
Mirror P.E.K.K.A
Firecracker
Bats Mirror P.E.K.K.A
Furnace
Mirror P.E.K.K.A
Mirror
Arrows Firecracker Furnace
Rage
Bats Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats Firecracker Furnace
Electro Wizard
P.E.K.K.A Rage

Defense Synergies 2 11

Bats
Firecracker P.E.K.K.A Electro Wizard
Arrows
Mirror Furnace P.E.K.K.A
Firecracker
Bats Mirror P.E.K.K.A Electro Wizard
Furnace
Mirror Arrows Electro Wizard
Mirror
Arrows Furnace Firecracker Electro Wizard
Rage
P.E.K.K.A
Bats Arrows Firecracker Electro Wizard
Electro Wizard
Bats Firecracker Furnace Mirror 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.

Firecracker Electro Wizard
P.E.K.K.A Bats Firecracker Furnace Electro Wizard
Furnace P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Firecracker Furnace Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Bats Firecracker Furnace Electro Wizard
Bats Furnace Electro Wizard Arrows Firecracker
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Furnace
Firecracker Electro Wizard
Bats Electro Wizard Arrows Firecracker Furnace
Arrows Bats Firecracker Furnace Electro Wizard
Furnace P.E.K.K.A Bats Electro Wizard
Bats Arrows Firecracker Furnace P.E.K.K.A Electro Wizard
P.E.K.K.A Furnace Electro Wizard
Furnace P.E.K.K.A Electro Wizard
Bats Arrows Firecracker Furnace P.E.K.K.A Electro Wizard
Arrows Bats Firecracker Furnace Electro Wizard
Arrows Furnace Bats Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Bats Arrows Firecracker Furnace 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.

Furnace P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker
P.E.K.K.A Bats Furnace Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A
Arrows Firecracker Furnace Bats Electro Wizard
P.E.K.K.A Bats Furnace Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Firecracker
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Firecracker Furnace
Electro Wizard Bats Firecracker Furnace P.E.K.K.A
Bats Arrows Firecracker 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.)

Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Arrows Firecracker Furnace
Arrows Firecracker Bats Furnace
Arrows Firecracker Furnace
Arrows Firecracker
Arrows Firecracker
Bats Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker Furnace
Arrows Firecracker Furnace
Arrows Firecracker Furnace
Arrows
Bats
Arrows Firecracker Electro Wizard
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Furnace
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Bats Arrows Firecracker Furnace Electro Wizard
Electro Wizard Bats Firecracker
Arrows
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Electro Wizard Bats
Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard

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