My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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.

Skeletons Bats P.E.K.K.A Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows Rocket

Pump responses

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

Rocket

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 Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket

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 Rocket P.E.K.K.A Golem

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Arrows Electro Wizard Rocket P.E.K.K.A Golem

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 6 6

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.

Skeletons
Bats
Zap P.E.K.K.A Golem
Zap
Arrows P.E.K.K.A Electro Wizard Bats Golem
Arrows
Zap P.E.K.K.A Golem
Rocket
Golem
P.E.K.K.A
Zap Arrows Electro Wizard Bats
Golem
Arrows Bats Zap Rocket Electro Wizard
Electro Wizard
Zap P.E.K.K.A Golem

Defense Synergies 1 11

Skeletons
Bats Zap P.E.K.K.A Electro Wizard
Bats
Skeletons Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Skeletons Bats Arrows P.E.K.K.A
Arrows
Zap P.E.K.K.A
Rocket
P.E.K.K.A
Skeletons Bats Zap Arrows Electro Wizard
Golem
Electro Wizard
Zap Skeletons Bats 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.

Rocket Zap Electro Wizard
P.E.K.K.A Skeletons Bats Zap Electro Wizard
Rocket P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
Arrows Rocket P.E.K.K.A
Arrows Skeletons Bats Zap Electro Wizard
Bats Rocket Electro Wizard Zap Arrows
Rocket Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons
Skeletons Electro Wizard
Bats Electro Wizard Skeletons Zap Arrows
Arrows Bats Zap Electro Wizard
P.E.K.K.A Skeletons Bats Zap Rocket Electro Wizard
Rocket Bats Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Rocket Zap P.E.K.K.A Electro Wizard
Skeletons Bats Arrows P.E.K.K.A Electro Wizard
Arrows Bats Zap Electro Wizard
Zap Arrows Bats Electro Wizard
P.E.K.K.A Electro Wizard
Bats Arrows P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Rocket
P.E.K.K.A Skeletons Bats Zap Rocket Electro Wizard
Rocket P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Skeletons
Arrows Rocket Skeletons Bats Zap Electro Wizard
Rocket P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A
Zap Rocket P.E.K.K.A Electro Wizard Skeletons Bats
P.E.K.K.A Skeletons
P.E.K.K.A Bats
Rocket P.E.K.K.A Zap Arrows Electro Wizard
Rocket P.E.K.K.A Skeletons
Electro Wizard Skeletons Bats Zap Rocket P.E.K.K.A
Bats Arrows Zap P.E.K.K.A 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.)

Arrows Rocket
Arrows Zap Electro Wizard
Rocket Arrows
Arrows Rocket
Rocket Zap Arrows
Arrows Bats Zap Rocket
Arrows
Arrows Zap
Arrows Zap
Rocket Bats Electro Wizard
Rocket Zap Arrows Electro Wizard
Zap Arrows Rocket
Rocket
Arrows Rocket
Zap Arrows
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Bats Rocket
Rocket Zap Arrows Electro Wizard
Rocket Zap Arrows
Rocket
Rocket Arrows
Rocket
Rocket Zap Arrows
Zap Arrows
Arrows Zap Electro Wizard
Zap Arrows
Rocket Zap Arrows
Bats Zap Arrows Electro Wizard
Zap Rocket Electro Wizard Bats
Zap Arrows Rocket
Zap Rocket Arrows Electro Wizard
P.E.K.K.A
Rocket Arrows
Zap Electro Wizard Bats Rocket
Rocket Zap Arrows Electro Wizard
Arrows
Rocket Electro Wizard
Arrows Zap
Rocket Zap Arrows
P.E.K.K.A
Zap Bats Rocket Electro Wizard
Bats Zap Rocket Electro Wizard
Zap Rocket Electro Wizard

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