My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker 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 Knight Firecracker P.E.K.K.A Fisherman 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.

Arrows

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.

Knight 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

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 Knight 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Arrows Knight Firecracker Fisherman Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Mirror Bats Arrows Knight

Attack Synergies 5 9

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
Knight Firecracker P.E.K.K.A Fisherman
Arrows
Mirror P.E.K.K.A Knight
Knight
Bats Firecracker Arrows Electro Wizard
Firecracker
Knight Bats Mirror P.E.K.K.A Fisherman
Mirror
Arrows Firecracker
P.E.K.K.A
Arrows Electro Wizard Bats Firecracker Fisherman
Fisherman
Bats Firecracker P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight

Defense Synergies 4 14

Bats
Knight Firecracker P.E.K.K.A Fisherman Electro Wizard
Arrows
Mirror Knight P.E.K.K.A
Knight
Bats Firecracker Electro Wizard Arrows Fisherman
Firecracker
Knight Bats Mirror P.E.K.K.A Fisherman Electro Wizard
Mirror
Arrows Firecracker Electro Wizard
P.E.K.K.A
Bats Arrows Firecracker Fisherman Electro Wizard
Fisherman
Bats Knight Firecracker P.E.K.K.A
Electro Wizard
Knight Bats Firecracker Mirror 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.

Knight Firecracker Electro Wizard
P.E.K.K.A Bats Knight Firecracker Fisherman Electro Wizard
P.E.K.K.A Fisherman Bats Knight Electro Wizard
P.E.K.K.A Bats Knight Firecracker Fisherman Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Bats Firecracker Electro Wizard
Bats Electro Wizard Arrows Firecracker
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Fisherman
Knight Firecracker Fisherman Electro Wizard
Bats Electro Wizard Arrows Knight Firecracker Fisherman
Arrows Bats Firecracker Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
Bats Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Bats Arrows Knight Firecracker P.E.K.K.A Fisherman Electro Wizard
Arrows Bats Knight Firecracker Fisherman Electro Wizard
Arrows Bats Knight Firecracker Fisherman Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Bats Arrows Knight Firecracker P.E.K.K.A Fisherman Electro Wizard

Counters to secondary win conditions

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

Knight P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Arrows Knight Firecracker Fisherman
P.E.K.K.A Bats Knight Fisherman Electro Wizard
P.E.K.K.A Bats Knight Fisherman Electro Wizard
P.E.K.K.A Knight Fisherman
Arrows Firecracker Bats Electro Wizard
P.E.K.K.A Bats Knight Electro Wizard
P.E.K.K.A Knight Fisherman
P.E.K.K.A Electro Wizard Bats Knight Firecracker
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Knight
Firecracker
Electro Wizard Bats Knight Firecracker P.E.K.K.A Fisherman
Bats Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows

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 Knight Firecracker
Arrows Firecracker Fisherman Electro Wizard
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Fisherman
Bats Fisherman Electro Wizard
Firecracker Arrows Knight Fisherman Electro Wizard
Arrows Firecracker
Knight Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows
Bats Fisherman
Arrows Firecracker Fisherman Electro Wizard
Arrows Firecracker
Arrows
Fisherman
Arrows
Arrows Firecracker
Fisherman
Arrows Firecracker Fisherman Electro Wizard
Arrows Fisherman
Arrows Firecracker Fisherman
Bats Arrows Firecracker Electro Wizard
Electro Wizard Bats Firecracker
Arrows
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Electro Wizard Bats
Arrows Firecracker Electro Wizard
Arrows
Knight Firecracker Electro Wizard
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard

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