My Best Clash Royale Deck

Deck Check Rating

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

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 Three Musketeers 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 Three Musketeers P.E.K.K.A Electro Wizard Lumberjack

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Three Musketeers

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.

Lumberjack

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.

Heal Spirit P.E.K.K.A Lumberjack

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.

Electro Wizard Lumberjack

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 Three Musketeers Guards
Giant Snowball
Bats Three Musketeers Guards Lumberjack
Zap
Bats Three Musketeers Guards
Barbarian Barrel
Heal Spirit Three Musketeers Guards Electro Wizard Lumberjack
The Log
Heal Spirit Three Musketeers Guards Lumberjack
Earthquake
Guards
Arrows
Bats Heal Spirit Guards
Royal Delivery
Bats Heal Spirit Three Musketeers Guards P.E.K.K.A Electro Wizard Lumberjack
Fireball
Three Musketeers Electro Wizard Lumberjack
Poison
Bats Three Musketeers Guards Electro Wizard
Lightning
Three Musketeers Electro Wizard Lumberjack
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Heal Spirit Guards 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.

Heal Spirit Three Musketeers 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.

Heal Spirit Bats Zap Guards Electro Wizard Lumberjack P.E.K.K.A Three Musketeers

Shortest cycle

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

8 Heal Spirit Bats Zap Guards

Attack Synergies 3 15

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 Lumberjack
Zap
P.E.K.K.A Electro Wizard Bats Heal Spirit Three Musketeers Guards Lumberjack
Heal Spirit
Zap Three Musketeers Guards P.E.K.K.A Lumberjack
Three Musketeers
Zap Heal Spirit Guards
Guards
Zap Heal Spirit Three Musketeers Lumberjack
P.E.K.K.A
Zap Electro Wizard Bats Heal Spirit Lumberjack
Electro Wizard
Zap P.E.K.K.A Lumberjack
Lumberjack
Bats Zap Heal Spirit Guards P.E.K.K.A Electro Wizard

Defense Synergies 1 12

Bats
Zap P.E.K.K.A Electro Wizard Lumberjack
Zap
Electro Wizard Bats Three Musketeers Guards P.E.K.K.A Lumberjack
Heal Spirit
Three Musketeers
Zap
Guards
Zap Electro Wizard Lumberjack
P.E.K.K.A
Bats Zap Electro Wizard
Electro Wizard
Zap Bats Guards P.E.K.K.A Lumberjack
Lumberjack
Bats Zap Guards Electro Wizard

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 Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Three Musketeers Electro Wizard
Three Musketeers P.E.K.K.A Lumberjack Bats Electro Wizard
Three Musketeers P.E.K.K.A Lumberjack Bats Guards Electro Wizard
P.E.K.K.A Lumberjack
Bats Zap Guards Electro Wizard Lumberjack
Bats Three Musketeers Electro Wizard Zap
Zap P.E.K.K.A Electro Wizard
Three Musketeers P.E.K.K.A Lumberjack
Guards Electro Wizard Lumberjack
Bats Guards Electro Wizard Zap Lumberjack
Three Musketeers Bats Zap Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Three Musketeers Guards Electro Wizard
Three Musketeers Bats Zap Guards P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Three Musketeers Electro Wizard Lumberjack
Zap Three Musketeers P.E.K.K.A Electro Wizard Lumberjack
Three Musketeers Bats P.E.K.K.A Electro Wizard Lumberjack
Bats Zap Three Musketeers Guards Electro Wizard Lumberjack
Zap Bats Guards Electro Wizard Lumberjack
P.E.K.K.A Three Musketeers Electro Wizard Lumberjack
Bats Guards P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Lumberjack
Guards P.E.K.K.A Lumberjack Bats Zap Electro Wizard
Guards P.E.K.K.A Lumberjack Bats Zap Electro Wizard
P.E.K.K.A Three Musketeers Guards Lumberjack
Bats Zap Three Musketeers Electro Wizard
Guards P.E.K.K.A Bats Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Bats
P.E.K.K.A Three Musketeers Guards
P.E.K.K.A Bats Guards Lumberjack
P.E.K.K.A Zap Guards Electro Wizard
P.E.K.K.A Three Musketeers Guards Lumberjack
Three Musketeers
Guards Electro Wizard Bats Zap Three Musketeers P.E.K.K.A Lumberjack
Bats Zap 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.)

Guards
Zap Electro Wizard
Guards
Zap
Bats Zap
Zap
Zap
Bats Three Musketeers Guards Electro Wizard Lumberjack
Zap Electro Wizard
Zap
Three Musketeers
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Bats
Zap Three Musketeers Electro Wizard
Zap
Zap
Zap
Zap Electro Wizard
Zap
Zap
Bats Zap Electro Wizard
Zap Electro Wizard Bats Guards
Zap
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Guards
Zap Three Musketeers Electro Wizard
Three Musketeers Electro Wizard Lumberjack
Zap
Zap
Three Musketeers P.E.K.K.A
Zap Bats Guards Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

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