My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Wizard Little Prince

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 P.E.K.K.A Ice Wizard Little Prince

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.

Zap 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.

Barbarians Battle Healer P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Ice Wizard

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 Arrows Battle Healer P.E.K.K.A Ice Wizard

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.

Barbarians Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Ice Wizard Little Prince Battle Healer Barbarians P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Ice Wizard

Attack Synergies 3 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
Zap Battle Healer P.E.K.K.A
Zap
Arrows P.E.K.K.A Bats Battle Healer Ice Wizard Little Prince
Arrows
Zap P.E.K.K.A Battle Healer
Barbarians
Battle Healer
Battle Healer
Bats Zap Arrows Barbarians Ice Wizard
P.E.K.K.A
Zap Arrows Bats Ice Wizard
Ice Wizard
Zap Battle Healer P.E.K.K.A
Little Prince
Zap

Defense Synergies 0 19

Bats
Zap Battle Healer P.E.K.K.A Ice Wizard
Zap
Bats Arrows Barbarians Battle Healer P.E.K.K.A Ice Wizard Little Prince
Arrows
Zap Barbarians Battle Healer P.E.K.K.A Ice Wizard Little Prince
Barbarians
Zap Arrows
Battle Healer
Bats Zap Arrows Ice Wizard Little Prince
P.E.K.K.A
Bats Zap Arrows Ice Wizard
Ice Wizard
Bats Zap Arrows Battle Healer P.E.K.K.A Little Prince
Little Prince
Zap Arrows Battle Healer Ice 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
Barbarians P.E.K.K.A Bats Zap Battle Healer Ice Wizard
Barbarians P.E.K.K.A Bats Ice Wizard
Barbarians P.E.K.K.A Bats Ice Wizard
Arrows Barbarians Battle Healer P.E.K.K.A
Arrows Bats Zap Ice Wizard
Bats Zap Arrows Ice Wizard Little Prince
Zap Arrows Barbarians Battle Healer P.E.K.K.A
Barbarians P.E.K.K.A Ice Wizard
Barbarians Battle Healer Ice Wizard Little Prince
Bats Barbarians Ice Wizard Zap Arrows
Arrows Bats Zap Ice Wizard
Barbarians P.E.K.K.A Bats Zap Battle Healer Ice Wizard
Bats Zap Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Zap P.E.K.K.A
Barbarians Bats Arrows P.E.K.K.A
Arrows Bats Zap Barbarians Battle Healer Ice Wizard Little Prince
Zap Arrows Bats Barbarians Battle Healer Ice Wizard Little Prince
Barbarians P.E.K.K.A
Bats Arrows Barbarians Battle Healer P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Barbarians Zap Battle Healer P.E.K.K.A
Zap Arrows Battle Healer
Barbarians P.E.K.K.A Bats Zap Battle Healer
P.E.K.K.A Bats Zap Barbarians Battle Healer
Barbarians P.E.K.K.A Battle Healer
Arrows Bats Zap Ice Wizard
P.E.K.K.A Bats Barbarians Battle Healer Ice Wizard
P.E.K.K.A Barbarians Battle Healer
Zap P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Bats Barbarians
P.E.K.K.A Zap Arrows Barbarians
Barbarians P.E.K.K.A
Barbarians
Barbarians Bats Zap Battle Healer P.E.K.K.A Little Prince
Bats Arrows Zap Barbarians Battle Healer P.E.K.K.A Ice 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.)

Arrows
Arrows Zap Ice Wizard
Arrows
Arrows Barbarians
Zap Arrows
Arrows Bats Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Bats
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows Little Prince
Arrows
Zap Arrows Barbarians
Zap Arrows Ice Wizard Little Prince
Arrows Zap Ice Wizard
Zap Arrows
Zap Arrows
Bats Zap Arrows Ice Wizard Little Prince
Zap Bats
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Bats Barbarians
Zap Arrows Ice Wizard
Arrows
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Bats
Bats Zap
Zap Little Prince

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