My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Magic Archer

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 Electro Wizard Magic Archer

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.

Fireball The Log

Punishments

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

Elite Barbarians

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.

Elite Barbarians P.E.K.K.A Magic Archer

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.

Elite Barbarians Electro Wizard Magic Archer

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 Elite Barbarians Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Skeleton Army
Barbarian Barrel
Elite Barbarians Skeleton Army Electro Wizard Magic Archer
The Log
Elite Barbarians Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard Magic Archer
Fireball
Elite Barbarians Skeleton Army Electro Wizard Magic Archer
Poison
Bats Skeleton Army Electro Wizard Magic Archer
Lightning
Elite Barbarians Electro Wizard Magic Archer
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Magic Archer

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 Skeleton Army 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.

Elite Barbarians Fireball Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Skeleton Army Fireball Electro Wizard Magic Archer Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Bats The Log Skeleton Army Fireball

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
Elite Barbarians P.E.K.K.A
Elite Barbarians
Bats Fireball The Log
Fireball
Elite Barbarians The Log Electro Wizard Magic Archer
Skeleton Army
P.E.K.K.A
Electro Wizard Magic Archer Bats The Log
The Log
Elite Barbarians Fireball P.E.K.K.A Magic Archer
Electro Wizard
P.E.K.K.A Fireball Magic Archer
Magic Archer
P.E.K.K.A Fireball The Log Electro Wizard

Defense Synergies 2 12

Bats
P.E.K.K.A The Log Electro Wizard
Elite Barbarians
The Log
Fireball
The Log Electro Wizard
Skeleton Army
The Log Electro Wizard Magic Archer
P.E.K.K.A
The Log Bats Electro Wizard
The Log
Fireball P.E.K.K.A Bats Elite Barbarians Skeleton Army Electro Wizard Magic Archer
Electro Wizard
Bats Fireball Skeleton Army P.E.K.K.A The Log Magic Archer
Magic Archer
Skeleton Army 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.

Fireball The Log Electro Wizard Magic Archer
Elite Barbarians Skeleton Army P.E.K.K.A Bats The Log Electro Wizard
Skeleton Army P.E.K.K.A Bats Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Bats Electro Wizard
Elite Barbarians Fireball Skeleton Army P.E.K.K.A The Log
Fireball Skeleton Army The Log Bats Electro Wizard Magic Archer
Bats Electro Wizard Fireball Magic Archer
Fireball P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Fireball The Log Magic Archer
Bats Fireball Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Elite Barbarians Fireball The Log Electro Wizard
Fireball Skeleton Army Bats P.E.K.K.A The Log Electro Wizard Magic Archer
Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Elite Barbarians Fireball P.E.K.K.A The Log Electro Wizard
Bats Elite Barbarians Fireball Skeleton Army P.E.K.K.A Electro Wizard
Fireball Bats Elite Barbarians Skeleton Army The Log Electro Wizard Magic Archer
The Log Bats Fireball Electro Wizard Magic Archer
P.E.K.K.A Elite Barbarians Electro Wizard
Skeleton Army Bats Elite Barbarians Fireball P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Elite Barbarians The Log Magic Archer
Skeleton Army P.E.K.K.A Bats Elite Barbarians The Log Electro Wizard
Skeleton Army P.E.K.K.A Bats Elite Barbarians Fireball The Log Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
Fireball Bats Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Elite Barbarians Fireball Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
P.E.K.K.A Electro Wizard Bats Elite Barbarians Fireball Skeleton Army The Log Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Elite Barbarians
Skeleton Army P.E.K.K.A Elite Barbarians Fireball The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Fireball
Fireball Skeleton Army Magic Archer
Elite Barbarians Skeleton Army Electro Wizard Bats Fireball P.E.K.K.A The Log Magic Archer
Bats Elite Barbarians Fireball P.E.K.K.A The Log Electro Wizard Magic Archer

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 Magic Archer The Log
Fireball The Log Electro Wizard Magic Archer
Fireball The Log Magic Archer
Fireball The Log
Fireball The Log Magic Archer
Fireball Bats Magic Archer
The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log
Bats Elite Barbarians Fireball Electro Wizard
Fireball The Log Electro Wizard Magic Archer
Fireball Magic Archer
Elite Barbarians Fireball The Log Magic Archer
Fireball Magic Archer
Elite Barbarians Fireball The Log Magic Archer
Fireball The Log Magic Archer
Magic Archer Fireball The Log
Fireball
Bats
Fireball The Log Electro Wizard Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Fireball The Log
The Log Fireball Magic Archer
Fireball The Log Electro Wizard Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Elite Barbarians Bats Fireball Electro Wizard Magic Archer
Electro Wizard Bats Fireball
Elite Barbarians Fireball
Fireball The Log Magic Archer
Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball The Log Magic Archer
Electro Wizard Bats Fireball Skeleton Army Magic Archer
Fireball Electro Wizard Magic Archer
The Log Fireball
Fireball Electro Wizard Magic Archer
The Log Fireball Magic Archer
Fireball
Elite Barbarians P.E.K.K.A
Bats Elite Barbarians Fireball The Log Electro Wizard Magic Archer
Bats Fireball Electro Wizard Magic Archer
Fireball The Log Electro Wizard Magic Archer

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