My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker Witch 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 Witch P.E.K.K.A Bandit 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.

Zap Arrows

Punishments

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

Bandit

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 Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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 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.

Witch 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 Arrows Firecracker Bandit Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Firecracker

Attack Synergies 6 12

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 Firecracker P.E.K.K.A Bandit
Zap
Arrows Firecracker P.E.K.K.A Electro Wizard Bats Witch Bandit
Arrows
Zap P.E.K.K.A Bandit
Firecracker
Zap Bats P.E.K.K.A Bandit
Witch
Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Electro Wizard Bats Firecracker Witch
Bandit
Bats Zap Arrows Firecracker Witch Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit

Defense Synergies 1 19

Bats
Zap Firecracker P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Bats Arrows Firecracker Witch P.E.K.K.A Bandit
Arrows
Zap P.E.K.K.A Bandit
Firecracker
Bats Zap P.E.K.K.A Bandit Electro Wizard
Witch
Zap Bandit Electro Wizard
P.E.K.K.A
Bats Zap Arrows Firecracker Electro Wizard
Bandit
Bats Zap Arrows Firecracker Witch Electro Wizard
Electro Wizard
Zap Bats Firecracker Witch P.E.K.K.A Bandit

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
P.E.K.K.A Bats Zap Firecracker Witch Bandit Electro Wizard
Witch P.E.K.K.A Bats Bandit Electro Wizard
Witch P.E.K.K.A Bats Firecracker Bandit Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Bats Zap Firecracker Bandit Electro Wizard
Bats Electro Wizard Zap Arrows Firecracker Witch
Zap Arrows P.E.K.K.A Bandit Electro Wizard
Witch P.E.K.K.A
Firecracker Bandit Electro Wizard
Bats Witch Electro Wizard Zap Arrows Firecracker Bandit
Arrows Bats Zap Firecracker Witch Electro Wizard
P.E.K.K.A Bats Zap Witch Bandit Electro Wizard
Bats Zap Arrows Firecracker Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Bats Arrows Firecracker Witch P.E.K.K.A Electro Wizard
Arrows Bats Zap Firecracker Witch Bandit Electro Wizard
Zap Arrows Witch Bats Firecracker Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bats Arrows Firecracker Witch P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Witch P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Firecracker
P.E.K.K.A Bandit Bats Zap Witch Electro Wizard
P.E.K.K.A Bats Zap Bandit Electro Wizard
P.E.K.K.A Witch Bandit
Arrows Firecracker Bats Zap Witch Electro Wizard
P.E.K.K.A Bats Witch Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Firecracker Witch Bandit
Witch P.E.K.K.A
P.E.K.K.A Bats Witch
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Witch Bandit
Firecracker Witch
Witch Electro Wizard Bats Zap Firecracker P.E.K.K.A
Bats Arrows Zap Firecracker Witch P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
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.)

Arrows Firecracker Bandit
Arrows Firecracker Zap Bandit Electro Wizard
Arrows Bandit
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Bats Zap Witch
Arrows Firecracker Witch
Arrows Zap Firecracker
Arrows Zap Firecracker Bandit
Bats Electro Wizard
Firecracker Zap Arrows Bandit Electro Wizard
Zap Arrows Firecracker
Firecracker Bandit
Arrows Firecracker Bandit
Zap Arrows Firecracker
Zap Arrows Firecracker Witch Bandit
Arrows Firecracker Bandit
Arrows
Bats
Zap Arrows Firecracker Bandit Electro Wizard
Zap Arrows Firecracker Witch
Arrows
Zap Arrows
Zap Arrows Firecracker Witch
Witch
Arrows Firecracker Zap Witch Bandit Electro Wizard
Zap Arrows Witch Bandit
Zap Arrows Firecracker Bandit
Bats Zap Arrows Firecracker Witch Electro Wizard
Zap Electro Wizard Bats Firecracker Witch
Zap Arrows Bandit
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard Bats Witch Bandit
Zap Arrows Firecracker Witch Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Bats Firecracker Witch Electro Wizard
Firecracker Bats Zap Witch Electro Wizard
Zap Firecracker Witch Bandit Electro Wizard
P.E.K.K.A
Firecracker

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