My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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 Skeleton Barrel Dark Prince 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.

Skeleton Barrel Wall Breakers

Damage spells

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

Zap

Punishments

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

Skeleton Barrel Wall Breakers Dark Prince 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.

Skeleton Barrel Wall Breakers Dark Prince 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.

Skeleton Barrel Dark Prince 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 Skeleton Barrel Wall Breakers Dark Prince Bandit
Giant Snowball
Bats Skeleton Barrel Wall Breakers
Zap
Bats Skeleton Barrel Wall Breakers Dark Prince Bandit
Barbarian Barrel
Skeleton Barrel Wall Breakers Dark Prince Bandit Electro Wizard
The Log
Skeleton Barrel Wall Breakers Dark Prince Bandit
Earthquake
Arrows
Bats Skeleton Barrel Wall Breakers
Royal Delivery
Bats Skeleton Barrel Wall Breakers Dark Prince P.E.K.K.A Bandit Electro Wizard
Fireball
Skeleton Barrel Wall Breakers Bandit Electro Wizard
Poison
Bats Skeleton Barrel Electro Wizard
Lightning
Dark Prince Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince

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 Skeleton Barrel Dark Prince 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Wall Breakers Skeleton Barrel Bandit Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Bats Zap Wall Breakers Skeleton Barrel

Attack Synergies 4 16

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
Skeleton Barrel Zap Wall Breakers Dark Prince P.E.K.K.A Bandit
Zap
P.E.K.K.A Electro Wizard Bats Skeleton Barrel Wall Breakers Dark Prince Bandit
Skeleton Barrel
Bats Zap Wall Breakers Dark Prince Bandit
Wall Breakers
Bats Zap Skeleton Barrel Electro Wizard
Dark Prince
Bats Zap Skeleton Barrel Bandit Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats
Bandit
Bats Zap Skeleton Barrel Dark Prince Electro Wizard
Electro Wizard
Zap P.E.K.K.A Wall Breakers Dark Prince Bandit

Defense Synergies 1 13

Bats
Zap Dark Prince P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Bats Skeleton Barrel Dark Prince P.E.K.K.A Bandit
Skeleton Barrel
Zap
Wall Breakers
Dark Prince
Bats Zap Bandit Electro Wizard
P.E.K.K.A
Bats Zap Electro Wizard
Bandit
Bats Zap Dark Prince Electro Wizard
Electro Wizard
Zap Bats Dark Prince 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 Skeleton Barrel Electro Wizard
P.E.K.K.A Bats Zap Dark Prince Bandit Electro Wizard
P.E.K.K.A Bats Dark Prince Bandit Electro Wizard
P.E.K.K.A Bats Dark Prince Bandit Electro Wizard
Dark Prince P.E.K.K.A
Bats Zap Dark Prince Bandit Electro Wizard
Bats Electro Wizard Zap
Zap Skeleton Barrel P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Dark Prince Bandit Electro Wizard
Bats Electro Wizard Zap Dark Prince Bandit
Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Dark Prince Bandit Electro Wizard
Bats Zap Dark Prince 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 Dark Prince P.E.K.K.A Electro Wizard
Bats Zap Dark Prince Bandit Electro Wizard
Zap Bats Dark Prince Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Dark Prince Bats 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 Dark Prince P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Skeleton Barrel
P.E.K.K.A Bandit Bats Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Bats Zap Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit
Bats Zap Skeleton Barrel Electro Wizard
Dark Prince P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Bats Dark Prince Bandit
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Bandit
Electro Wizard Bats Zap Dark Prince P.E.K.K.A
Bats Zap Dark Prince 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.)

Skeleton Barrel Bandit
Zap Skeleton Barrel Bandit Electro Wizard
Skeleton Barrel Bandit
Skeleton Barrel Dark Prince
Zap Dark Prince
Bats Zap Skeleton Barrel
Zap Skeleton Barrel
Zap Skeleton Barrel Bandit
Bats Electro Wizard
Zap Skeleton Barrel Dark Prince Bandit Electro Wizard
Zap
Skeleton Barrel Bandit
Skeleton Barrel Bandit
Zap Skeleton Barrel
Zap Skeleton Barrel Bandit
Skeleton Barrel Bandit
Bats
Zap Skeleton Barrel Dark Prince Bandit Electro Wizard
Zap Skeleton Barrel
Zap Skeleton Barrel
Zap Dark Prince
Zap Skeleton Barrel Bandit Electro Wizard
Zap Skeleton Barrel Bandit
Zap Skeleton Barrel Bandit
Bats Zap Electro Wizard
Zap Electro Wizard Bats Skeleton Barrel
Zap Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Skeleton Barrel Electro Wizard Bats Dark Prince Bandit
Zap Electro Wizard
Dark Prince Electro Wizard
Zap Skeleton Barrel
Zap
Dark Prince P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Skeleton Barrel Dark Prince Bandit Electro Wizard

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