My Best Clash Royale Deck

Deck Check Rating

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

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 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 Wizard P.E.K.K.A Monk

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 The Log

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.

Monk

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

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 The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Arrows Skeleton Army Wizard Monk P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Arrows

Attack Synergies 3 5

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 P.E.K.K.A
Zap
Arrows P.E.K.K.A Bats The Log
Arrows
Zap P.E.K.K.A
Wizard
P.E.K.K.A
Skeleton Army
P.E.K.K.A
Zap Arrows Bats Wizard The Log
The Log
Zap P.E.K.K.A
Monk

Defense Synergies 1 13

Bats
Zap P.E.K.K.A The Log
Zap
Bats Arrows Skeleton Army P.E.K.K.A The Log
Arrows
Zap P.E.K.K.A Monk
Wizard
Skeleton Army P.E.K.K.A The Log
Skeleton Army
Zap Wizard The Log
P.E.K.K.A
The Log Bats Zap Arrows Wizard
The Log
P.E.K.K.A Bats Zap Wizard Skeleton Army
Monk
Arrows

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 The Log
Skeleton Army P.E.K.K.A Bats Zap The Log Monk
Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Monk
Arrows Skeleton Army P.E.K.K.A The Log Monk
Arrows Skeleton Army The Log Bats Zap
Bats Zap Arrows Wizard
Zap Arrows P.E.K.K.A The Log Monk
P.E.K.K.A Skeleton Army
Skeleton Army
Bats Skeleton Army Zap Arrows Wizard The Log
Arrows Bats Zap Wizard
Skeleton Army P.E.K.K.A Bats Zap Wizard The Log
Wizard Skeleton Army Bats Zap Arrows P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army Monk Zap P.E.K.K.A The Log
Wizard Bats Arrows Skeleton Army P.E.K.K.A
Arrows Bats Zap Wizard Skeleton Army The Log
Zap Arrows Wizard The Log Bats
P.E.K.K.A
Wizard Skeleton Army Bats Arrows P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeleton Army Zap P.E.K.K.A
Zap Arrows Wizard The Log Monk
Skeleton Army P.E.K.K.A Bats Zap The Log
Skeleton Army P.E.K.K.A Bats Zap The Log Monk
P.E.K.K.A Skeleton Army
Arrows Wizard Bats Zap Monk
Skeleton Army P.E.K.K.A Bats
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Bats Skeleton Army The Log Monk
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Monk Zap Arrows The Log
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Bats Zap P.E.K.K.A The Log Monk
Bats Arrows Zap Wizard P.E.K.K.A The Log
Zap Arrows
P.E.K.K.A
P.E.K.K.A Skeleton Army

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 The Log Monk
Arrows Monk Zap The Log
Arrows The Log
Arrows The Log
Wizard Zap Arrows The Log
Arrows Wizard Bats Zap Monk
Arrows Wizard The Log
Arrows The Log Zap Wizard
Arrows The Log Monk Zap Wizard
Bats
Monk Zap Arrows Wizard The Log
Monk Zap Arrows Wizard
The Log
Arrows Monk
Zap Arrows The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Monk Arrows
Bats
Zap Arrows Wizard The Log Monk
Zap Arrows Wizard The Log Monk
The Log Monk
Arrows Wizard
The Log Monk
Zap Arrows The Log Monk
Zap Arrows The Log Wizard
Arrows The Log Zap Wizard Monk
Zap Arrows Wizard The Log Monk
Zap Arrows The Log
Bats Zap Arrows Wizard
Zap Bats Wizard
Zap Arrows Wizard The Log
Zap Arrows Monk
P.E.K.K.A
Arrows Wizard The Log Monk
Zap Bats Skeleton Army
Zap Arrows Wizard Monk
Arrows The Log
Wizard
Arrows The Log Zap Wizard
Monk Zap Arrows
P.E.K.K.A
Zap Bats The Log
Bats Zap
Zap The Log Monk
P.E.K.K.A
Wizard Monk

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