My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Wizard P.E.K.K.A Electro Wizard Sparky

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 The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard The Log Sparky

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 P.E.K.K.A Sparky

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap The Log Arrows Electro Wizard Wizard Sparky P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Arrows

Attack Synergies 7 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
Zap P.E.K.K.A Sparky
Zap
Arrows P.E.K.K.A Electro Wizard Sparky Bats The Log
Arrows
Zap P.E.K.K.A Sparky
Wizard
P.E.K.K.A Sparky
P.E.K.K.A
Zap Arrows Electro Wizard Bats Wizard The Log
The Log
Zap P.E.K.K.A Sparky
Electro Wizard
Zap P.E.K.K.A Sparky
Sparky
Zap Arrows Bats Wizard The Log Electro Wizard

Defense Synergies 2 17

Bats
Zap P.E.K.K.A The Log Electro Wizard Sparky
Zap
Electro Wizard Bats Arrows P.E.K.K.A The Log Sparky
Arrows
Zap P.E.K.K.A Sparky
Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
The Log Bats Zap Arrows Wizard Electro Wizard
The Log
P.E.K.K.A Bats Zap Wizard Electro Wizard Sparky
Electro Wizard
Zap Bats Wizard P.E.K.K.A The Log
Sparky
Bats Zap Arrows The Log

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 Wizard The Log Electro Wizard Sparky
P.E.K.K.A Sparky Bats Zap The Log Electro Wizard
P.E.K.K.A Sparky Bats Electro Wizard
P.E.K.K.A Sparky Bats Electro Wizard
Arrows P.E.K.K.A The Log Sparky
Arrows The Log Bats Zap Electro Wizard
Bats Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A The Log Electro Wizard Sparky
P.E.K.K.A Sparky
Electro Wizard Sparky
Bats Electro Wizard Zap Arrows Wizard The Log
Arrows Bats Zap Wizard Electro Wizard
P.E.K.K.A Sparky Bats Zap Wizard The Log Electro Wizard
Wizard Sparky Bats Zap Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard Sparky
Wizard Sparky Bats Arrows P.E.K.K.A Electro Wizard
Arrows Bats Zap Wizard The Log Electro Wizard
Zap Arrows Wizard The Log Bats Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Wizard Bats Arrows P.E.K.K.A The Log Electro Wizard Sparky

Counters to secondary win conditions

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

Zap P.E.K.K.A Electro Wizard Sparky
Electro Wizard Zap Arrows Wizard The Log
P.E.K.K.A Bats Zap The Log Electro Wizard Sparky
P.E.K.K.A Bats Zap The Log Electro Wizard Sparky
P.E.K.K.A Sparky
Arrows Wizard Bats Zap Electro Wizard
P.E.K.K.A Sparky Bats Electro Wizard
P.E.K.K.A Sparky
Zap P.E.K.K.A Electro Wizard Bats The Log Sparky
P.E.K.K.A Sparky
P.E.K.K.A Bats Sparky
P.E.K.K.A Zap Arrows The Log Electro Wizard
P.E.K.K.A Wizard Sparky
Wizard Sparky
Electro Wizard Sparky Bats Zap P.E.K.K.A The Log
Bats Arrows Zap Wizard P.E.K.K.A The Log Electro Wizard Sparky
Zap Arrows Electro Wizard
P.E.K.K.A
P.E.K.K.A Sparky

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 The Log Sparky
Arrows Zap The Log Electro Wizard
Arrows The Log Sparky
Arrows The Log Sparky
Wizard Zap Arrows The Log Sparky
Arrows Wizard Bats Zap
Arrows Wizard The Log Sparky
Arrows The Log Zap Wizard
Arrows The Log Zap Wizard
Bats Electro Wizard Sparky
Zap Arrows Wizard The Log Electro Wizard Sparky
Zap Arrows Wizard
The Log Sparky
Arrows
Zap Arrows The Log Sparky
Zap Arrows Wizard The Log Sparky
Arrows Wizard The Log Sparky
Arrows Sparky
Bats Sparky
Zap Arrows Wizard The Log Electro Wizard Sparky
Zap Arrows Wizard The Log
The Log Sparky
Arrows Wizard
The Log Sparky
Zap Arrows The Log
Zap Arrows The Log Wizard Sparky
Arrows The Log Zap Wizard Electro Wizard Sparky
Zap Arrows Wizard The Log Sparky
Zap Arrows The Log Sparky
Bats Zap Arrows Wizard Electro Wizard Sparky
Zap Electro Wizard Bats Wizard
Sparky
Zap Arrows Wizard The Log Sparky
Zap Arrows Electro Wizard Sparky
P.E.K.K.A Sparky
Arrows Wizard The Log Sparky
Zap Electro Wizard Bats
Zap Arrows Wizard Electro Wizard
Arrows The Log
Wizard Electro Wizard Sparky
Arrows The Log Zap Wizard
Zap Arrows Sparky
P.E.K.K.A Sparky
Zap Bats The Log Electro Wizard Sparky
Bats Zap Electro Wizard
Zap The Log Electro Wizard Sparky
P.E.K.K.A Sparky
Wizard Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: