My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla Electro Wizard Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Tesla Battle Ram P.E.K.K.A Electro Wizard Little Prince

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

Battle Ram 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.

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 Battle Ram
Giant Snowball
Bats Battle Ram Little Prince
Zap
Bats Battle Ram Little Prince
Barbarian Barrel
Tesla Battle Ram Electro Wizard Little Prince
The Log
Battle Ram Little Prince
Earthquake
Tesla
Arrows
Bats Little Prince
Royal Delivery
Bats Battle Ram P.E.K.K.A Electro Wizard Little Prince
Fireball
Tesla Battle Ram Electro Wizard Little Prince
Poison
Bats Electro Wizard Little Prince
Lightning
Tesla Battle Ram Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Battle Ram 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.

Fireball

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.

Fireball 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 The Log Little Prince Tesla Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Bats The Log Little Prince Tesla

Attack Synergies 2 10

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
Battle Ram P.E.K.K.A
Tesla
Fireball
Battle Ram The Log Electro Wizard Little Prince
Battle Ram
The Log Bats Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Bats Battle Ram The Log
The Log
Battle Ram Fireball P.E.K.K.A Little Prince
Electro Wizard
P.E.K.K.A Fireball Battle Ram
Little Prince
Fireball The Log

Defense Synergies 3 13

Bats
Tesla P.E.K.K.A The Log Electro Wizard
Tesla
The Log Bats Fireball Electro Wizard Little Prince
Fireball
The Log Tesla Electro Wizard Little Prince
Battle Ram
P.E.K.K.A
The Log Bats Electro Wizard
The Log
Tesla Fireball P.E.K.K.A Bats Electro Wizard Little Prince
Electro Wizard
Bats Tesla Fireball P.E.K.K.A The Log Little Prince
Little Prince
Tesla Fireball The Log 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.

Tesla Fireball The Log Electro Wizard
P.E.K.K.A Bats Tesla The Log Electro Wizard
Tesla P.E.K.K.A Bats Electro Wizard
Tesla P.E.K.K.A Bats Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Bats Tesla Electro Wizard
Bats Tesla Electro Wizard Fireball Little Prince
Tesla Fireball P.E.K.K.A The Log Electro Wizard
Tesla P.E.K.K.A
Tesla Electro Wizard Little Prince
Bats Electro Wizard Tesla Fireball The Log
Tesla Bats Fireball Electro Wizard
Tesla P.E.K.K.A Bats Fireball The Log Electro Wizard
Fireball Bats Tesla P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tesla Electro Wizard
Tesla Fireball P.E.K.K.A The Log Electro Wizard
Tesla Bats Fireball P.E.K.K.A Electro Wizard
Tesla Fireball Bats The Log Electro Wizard Little Prince
The Log Bats Tesla Fireball Electro Wizard Little Prince
P.E.K.K.A Tesla Electro Wizard
Bats Tesla Fireball P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Tesla Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Tesla The Log
P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Bats Tesla Fireball The Log Electro Wizard
P.E.K.K.A Tesla
Fireball Bats Tesla Electro Wizard
P.E.K.K.A Bats Tesla Fireball Electro Wizard
P.E.K.K.A Tesla
P.E.K.K.A Electro Wizard Bats Fireball The Log
P.E.K.K.A Tesla
P.E.K.K.A Bats Tesla
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Tesla Fireball
Tesla Fireball
Tesla Electro Wizard Bats Fireball P.E.K.K.A The Log Little Prince
Bats Tesla Fireball P.E.K.K.A The Log Electro Wizard
Fireball

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.)

Fireball The Log
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Bats
The Log
Fireball The Log
Fireball The Log
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Bats
Fireball The Log Electro Wizard
Fireball The Log Little Prince
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball Little Prince
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Bats Fireball Electro Wizard Little Prince
Electro Wizard Bats Fireball
Fireball
Fireball The Log
Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Bats Fireball
Fireball Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Fireball
Fireball
P.E.K.K.A
Bats Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard Little Prince

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