My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Baby Dragon Ice Wizard 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 Baby Dragon P.E.K.K.A Ice Wizard Royal Ghost Bandit 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.

Lightning

Punishments

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

Royal Ghost Bandit

Pump responses

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

Lightning

Dropped at the bridge

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

Baby Dragon P.E.K.K.A Royal Ghost 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.

Royal Ghost 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 Bandit
Giant Snowball
Bats Baby Dragon
Zap
Bats Bandit
Barbarian Barrel
Ice Wizard Royal Ghost Bandit Electro Wizard
The Log
Bandit
Earthquake
Arrows
Bats
Royal Delivery
Bats Baby Dragon P.E.K.K.A Ice Wizard Royal Ghost Bandit Electro Wizard
Fireball
Baby Dragon Ice Wizard Bandit Electro Wizard
Poison
Bats Ice Wizard Electro Wizard
Lightning
Baby Dragon Ice Wizard Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Ice Wizard Royal Ghost

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 Baby Dragon P.E.K.K.A Ice Wizard Royal Ghost

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.

Ice Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Wizard Royal Ghost Bandit Baby Dragon Electro Wizard Lightning P.E.K.K.A

Shortest cycle

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

11 Bats Ice Wizard Royal Ghost Bandit

Attack Synergies 1 13

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
Baby Dragon P.E.K.K.A Bandit
Baby Dragon
Bats Lightning P.E.K.K.A Ice Wizard Bandit Electro Wizard
Lightning
Baby Dragon
P.E.K.K.A
Electro Wizard Bats Baby Dragon Ice Wizard
Ice Wizard
Baby Dragon P.E.K.K.A Bandit
Royal Ghost
Bandit Electro Wizard
Bandit
Bats Baby Dragon Ice Wizard Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Baby Dragon Royal Ghost Bandit

Defense Synergies 1 12

Bats
Baby Dragon P.E.K.K.A Ice Wizard Bandit Electro Wizard
Baby Dragon
Ice Wizard Bats P.E.K.K.A Bandit
Lightning
P.E.K.K.A
Bats Baby Dragon Ice Wizard Electro Wizard
Ice Wizard
Baby Dragon Bats P.E.K.K.A Bandit
Royal Ghost
Electro Wizard
Bandit
Bats Baby Dragon Ice Wizard Electro Wizard
Electro Wizard
Bats P.E.K.K.A Royal Ghost 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.

Lightning Baby Dragon Electro Wizard
P.E.K.K.A Bats Ice Wizard Bandit Electro Wizard
P.E.K.K.A Bats Lightning Ice Wizard Bandit Electro Wizard
P.E.K.K.A Bats Ice Wizard Bandit Electro Wizard
Lightning P.E.K.K.A
Bats Baby Dragon Ice Wizard Royal Ghost Bandit Electro Wizard
Bats Lightning Electro Wizard Baby Dragon Ice Wizard
Lightning Baby Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Ice Wizard
Ice Wizard Royal Ghost Bandit Electro Wizard
Bats Ice Wizard Electro Wizard Baby Dragon Royal Ghost Bandit
Bats Baby Dragon Ice Wizard Electro Wizard
P.E.K.K.A Bats Lightning Ice Wizard Bandit Electro Wizard
Bats Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Lightning P.E.K.K.A Bandit Electro Wizard
Bats P.E.K.K.A Electro Wizard
Bats Baby Dragon Ice Wizard Royal Ghost Bandit Electro Wizard
Baby Dragon Bats Ice Wizard Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Bats Baby Dragon 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.

P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Baby Dragon Lightning Royal Ghost
P.E.K.K.A Bandit Bats Lightning Electro Wizard
Lightning P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Bandit
Bats Baby Dragon Ice Wizard Electro Wizard
P.E.K.K.A Bats Lightning Ice Wizard Bandit Electro Wizard
P.E.K.K.A
Lightning P.E.K.K.A Electro Wizard Bats Baby Dragon Bandit
P.E.K.K.A
P.E.K.K.A Bats
Lightning P.E.K.K.A Electro Wizard
Lightning P.E.K.K.A Bandit
Baby Dragon
Electro Wizard Bats Baby Dragon Lightning P.E.K.K.A
Bats Baby Dragon P.E.K.K.A Ice Wizard Royal Ghost 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.)

Lightning Baby Dragon Royal Ghost Bandit
Baby Dragon Ice Wizard Royal Ghost Bandit Electro Wizard
Lightning Baby Dragon Bandit
Lightning
Baby Dragon
Bats Baby Dragon Ice Wizard
Baby Dragon
Baby Dragon Lightning Ice Wizard
Lightning Bandit
Lightning Bats Electro Wizard
Lightning Bandit Electro Wizard
Lightning Baby Dragon
Lightning Baby Dragon Bandit
Lightning Baby Dragon Bandit
Lightning Baby Dragon
Lightning Baby Dragon Bandit
Lightning Baby Dragon Bandit
Lightning
Bats Lightning
Lightning Baby Dragon Bandit Electro Wizard
Lightning Baby Dragon
Lightning Baby Dragon
Lightning
Lightning
Lightning Baby Dragon
Baby Dragon Ice Wizard
Baby Dragon Lightning Ice Wizard Royal Ghost Bandit Electro Wizard
Lightning Baby Dragon Bandit
Lightning Baby Dragon Bandit
Lightning Bats Baby Dragon Ice Wizard Electro Wizard
Lightning Electro Wizard Bats
Lightning
Lightning Bandit
Lightning Electro Wizard
P.E.K.K.A
Lightning
Lightning Electro Wizard Bats Bandit
Lightning Baby Dragon Ice Wizard Electro Wizard
Lightning Baby Dragon Electro Wizard
Baby Dragon Lightning
Lightning
P.E.K.K.A
Bats Baby Dragon Lightning Electro Wizard
Bats Lightning Electro Wizard
Lightning Baby Dragon Royal Ghost Bandit Electro Wizard

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