My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Elixir Collector 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.

Zap Earthquake Rage

Punishments

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

Elite Barbarians

Pump responses

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

Earthquake Elixir Collector

Dropped at the bridge

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

Elite Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake

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 Elixir Collector Rage 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.

Elite Barbarians

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Earthquake Electro Wizard Elite Barbarians Elixir Collector P.E.K.K.A

Shortest cycle

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

9 Bats Zap Rage Earthquake

Attack Synergies 6 6

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 Elite Barbarians Rage P.E.K.K.A
Zap
Elite Barbarians Earthquake P.E.K.K.A Electro Wizard Bats
Elite Barbarians
Zap Rage Bats
Earthquake
Zap P.E.K.K.A
Elixir Collector
Rage
Elite Barbarians Bats Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Earthquake
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 1 8

Bats
Zap Earthquake P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Elite Barbarians Earthquake P.E.K.K.A
Elite Barbarians
Zap
Earthquake
Bats Zap
Elixir Collector
Rage
P.E.K.K.A
Bats Zap Electro Wizard
Electro Wizard
Zap Bats 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.

Earthquake Zap Electro Wizard
Elite Barbarians P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Bats Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Bats Electro Wizard
Elite Barbarians Earthquake P.E.K.K.A
Bats Zap Earthquake Electro Wizard
Bats Electro Wizard Zap
Earthquake Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Elite Barbarians
Elite Barbarians Electro Wizard
Bats Electro Wizard Zap Earthquake
Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Elite Barbarians Earthquake Electro Wizard
Bats Zap Earthquake P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Zap Elite Barbarians P.E.K.K.A Electro Wizard
Bats Elite Barbarians P.E.K.K.A Electro Wizard
Bats Zap Elite Barbarians Electro Wizard
Zap Earthquake Bats Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Bats Elite Barbarians Earthquake 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.

Zap Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Zap Elite Barbarians
P.E.K.K.A Bats Zap Elite Barbarians Electro Wizard
P.E.K.K.A Bats Zap Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians
Bats Zap Electro Wizard
P.E.K.K.A Bats Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Electro Wizard Bats Elite Barbarians
P.E.K.K.A
P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Zap Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A
Elite Barbarians Electro Wizard Bats Zap P.E.K.K.A
Bats Zap Elite Barbarians Earthquake 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.)

Earthquake
Zap Electro Wizard
Earthquake
Earthquake
Zap Earthquake
Bats Zap
Earthquake
Earthquake Zap
Zap
Bats Elite Barbarians Electro Wizard
Zap Earthquake Electro Wizard
Zap
Earthquake Elite Barbarians
Earthquake
Earthquake Zap Elite Barbarians
Earthquake Zap
Earthquake
Earthquake
Bats
Zap Earthquake Electro Wizard
Zap Earthquake
Earthquake
Earthquake Zap
Zap Earthquake
Zap Earthquake Electro Wizard
Zap
Zap
Elite Barbarians Bats Zap Electro Wizard
Zap Electro Wizard Bats
Elite Barbarians
Zap Earthquake
Zap Electro Wizard
P.E.K.K.A
Earthquake
Zap Earthquake Electro Wizard Bats
Zap Electro Wizard
Electro Wizard
Zap Earthquake
Zap
Elite Barbarians P.E.K.K.A
Zap Bats Elite Barbarians Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

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