My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Archers Baby Dragon 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 Archers Baby Dragon P.E.K.K.A Electro Wizard

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 Tornado Poison

Pump responses

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

Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Baby Dragon Poison

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 Tornado Baby Dragon Poison P.E.K.K.A

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Tornado Baby Dragon Poison Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Tornado

Attack Synergies 7 12

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 Baby Dragon P.E.K.K.A
Zap
Tornado P.E.K.K.A Electro Wizard Bats Archers Baby Dragon Poison
Archers
Zap Baby Dragon P.E.K.K.A
Tornado
Zap Baby Dragon P.E.K.K.A Poison
Baby Dragon
Tornado Bats Zap Archers Poison P.E.K.K.A Electro Wizard
Poison
P.E.K.K.A Zap Tornado Baby Dragon
P.E.K.K.A
Zap Tornado Poison Electro Wizard Bats Archers Baby Dragon
Electro Wizard
Zap P.E.K.K.A Baby Dragon

Defense Synergies 2 19

Bats
Zap Baby Dragon P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Archers Tornado Baby Dragon Poison P.E.K.K.A
Archers
Zap Tornado Baby Dragon P.E.K.K.A Electro Wizard
Tornado
P.E.K.K.A Zap Archers Baby Dragon Poison Electro Wizard
Baby Dragon
Bats Zap Archers Tornado P.E.K.K.A
Poison
Zap Tornado Electro Wizard
P.E.K.K.A
Tornado Bats Zap Archers Baby Dragon Electro Wizard
Electro Wizard
Zap Bats Archers Tornado Poison 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.

Zap Baby Dragon Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
Tornado P.E.K.K.A Bats Archers Electro Wizard
P.E.K.K.A Bats Electro Wizard
Tornado Poison P.E.K.K.A
Tornado Bats Zap Archers Baby Dragon Electro Wizard
Bats Tornado Electro Wizard Zap Archers Baby Dragon Poison
Zap Baby Dragon Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Tornado Archers Electro Wizard
Bats Archers Poison Electro Wizard Zap Tornado Baby Dragon
Bats Zap Archers Tornado Baby Dragon Poison Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
Bats Zap Tornado Baby Dragon Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap P.E.K.K.A Electro Wizard
Bats Tornado Poison P.E.K.K.A Electro Wizard
Bats Zap Archers Tornado Baby Dragon Electro Wizard
Zap Tornado Baby Dragon Poison Bats Archers Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Bats Archers Baby Dragon Poison 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.

Zap Archers P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Archers Baby Dragon
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Tornado Electro Wizard
P.E.K.K.A
Poison Bats Zap Archers Tornado Baby Dragon Electro Wizard
P.E.K.K.A Bats Archers Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Tornado Baby Dragon Poison
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado Poison Electro Wizard
P.E.K.K.A
Archers Baby Dragon
Electro Wizard Bats Zap Archers Tornado Baby Dragon Poison P.E.K.K.A
Bats Poison Zap Archers Baby Dragon 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.)

Poison Baby Dragon
Poison Zap Tornado Baby Dragon Electro Wizard
Baby Dragon Poison
Poison
Poison Zap Baby Dragon
Poison Bats Zap Tornado Baby Dragon
Archers Tornado Baby Dragon Poison
Poison Zap Tornado Baby Dragon
Poison Zap Tornado
Bats Tornado Poison Electro Wizard
Poison Zap Tornado Electro Wizard
Poison Zap Archers Tornado Baby Dragon
Poison Baby Dragon
Baby Dragon Poison
Zap Baby Dragon Poison
Zap Baby Dragon Poison
Baby Dragon Poison
Tornado Poison
Bats
Zap Archers Baby Dragon Poison Electro Wizard
Zap Tornado Baby Dragon Poison
Baby Dragon Poison
Tornado Poison
Tornado
Zap Baby Dragon Poison
Zap Tornado Poison Baby Dragon
Poison Zap Tornado Baby Dragon Electro Wizard
Zap Tornado Baby Dragon Poison
Poison Zap Tornado Baby Dragon
Poison Bats Zap Archers Tornado Baby Dragon Electro Wizard
Zap Electro Wizard Bats Poison
Poison Zap
Zap Poison Electro Wizard
P.E.K.K.A
Poison
Zap Electro Wizard Bats Archers
Poison Zap Archers Tornado Baby Dragon Electro Wizard
Poison Baby Dragon Electro Wizard
Zap Baby Dragon Poison
Zap Tornado Poison
P.E.K.K.A
Zap Bats Tornado Baby Dragon Poison Electro Wizard
Bats Zap Tornado Poison Electro Wizard
Poison Zap Tornado Baby Dragon Electro Wizard

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