My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Flying Machine 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 Battle Ram Flying Machine P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Bandit

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.

Battle Ram Flying Machine P.E.K.K.A Bandit

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.

Bandit 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 Battle Ram Bandit
Giant Snowball
Bats Battle Ram Flying Machine
Zap
Bats Battle Ram Flying Machine Bandit
Barbarian Barrel
Battle Ram Bandit Electro Wizard
The Log
Battle Ram Bandit
Earthquake
Arrows
Bats Flying Machine
Royal Delivery
Bats Battle Ram Flying Machine P.E.K.K.A Bandit Electro Wizard
Fireball
Battle Ram Flying Machine Bandit Electro Wizard
Poison
Bats Flying Machine Electro Wizard
Lightning
Battle Ram Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Battle Ram 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.

Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Bandit Fireball Battle Ram Flying Machine Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Bats The Log Bandit Fireball

Attack Synergies 3 14

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
Battle Ram Flying Machine P.E.K.K.A Bandit
Fireball
Battle Ram The Log Electro Wizard
Battle Ram
The Log Bandit Bats Fireball Flying Machine P.E.K.K.A Electro Wizard
Flying Machine
Bats Battle Ram P.E.K.K.A
P.E.K.K.A
Electro Wizard Bats Battle Ram Flying Machine The Log
The Log
Battle Ram Fireball P.E.K.K.A Bandit
Bandit
Battle Ram Bats The Log Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Battle Ram Bandit

Defense Synergies 2 14

Bats
P.E.K.K.A The Log Bandit Electro Wizard
Fireball
The Log Bandit Electro Wizard
Battle Ram
Flying Machine
P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A
The Log Bats Flying Machine Electro Wizard
The Log
Fireball P.E.K.K.A Bats Flying Machine Bandit Electro Wizard
Bandit
Bats Fireball Flying Machine The Log Electro Wizard
Electro Wizard
Bats Fireball Flying Machine P.E.K.K.A The Log Bandit

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 Flying Machine The Log Electro Wizard
P.E.K.K.A Bats Flying Machine The Log Bandit Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Bats Flying Machine Bandit Electro Wizard
Bats Electro Wizard Fireball Flying Machine
Fireball Flying Machine P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A
Bandit Electro Wizard
Bats Electro Wizard Fireball Flying Machine The Log Bandit
Bats Fireball Flying Machine Electro Wizard
P.E.K.K.A Bats Fireball Flying Machine The Log Bandit Electro Wizard
Fireball Bats P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A The Log Bandit Electro Wizard
Bats Fireball P.E.K.K.A Electro Wizard
Fireball Bats Flying Machine The Log Bandit Electro Wizard
The Log Bats Fireball Flying Machine Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bats Fireball Flying Machine P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Flying Machine The Log
P.E.K.K.A Bandit Bats The Log Electro Wizard
P.E.K.K.A Bats Fireball The Log Bandit Electro Wizard
P.E.K.K.A Bandit
Fireball Bats Flying Machine Electro Wizard
P.E.K.K.A Bats Fireball Flying Machine Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Fireball Flying Machine The Log Bandit
P.E.K.K.A
P.E.K.K.A Bats Flying Machine
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball Flying Machine
Electro Wizard Bats Fireball Flying Machine P.E.K.K.A The Log
Bats Fireball Flying Machine P.E.K.K.A The Log 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.)

Fireball Flying Machine The Log Bandit
Fireball Flying Machine The Log Bandit Electro Wizard
Fireball Flying Machine The Log Bandit
Fireball Flying Machine The Log
Fireball The Log
Fireball Bats Flying Machine
Flying Machine The Log
Fireball The Log Flying Machine
Fireball The Log Flying Machine Bandit
Bats Fireball Electro Wizard
Fireball Flying Machine The Log Bandit Electro Wizard
Fireball Flying Machine
Flying Machine Fireball The Log Bandit
Fireball Flying Machine Bandit
Fireball Flying Machine The Log
Fireball Flying Machine The Log Bandit
Fireball Flying Machine The Log Bandit
Fireball
Bats
Fireball Flying Machine The Log Bandit Electro Wizard
Fireball Flying Machine The Log
Fireball The Log
Fireball
The Log
Fireball Flying Machine The Log
The Log Fireball
Fireball The Log Flying Machine Bandit Electro Wizard
Fireball Flying Machine The Log Bandit
Fireball The Log Bandit
Bats Fireball Flying Machine Electro Wizard
Electro Wizard Bats Fireball Flying Machine
Fireball
Fireball The Log Bandit
Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Bats Fireball Flying Machine Bandit
Fireball Flying Machine Electro Wizard
The Log Fireball
Fireball Flying Machine Electro Wizard
The Log Fireball Flying Machine
Fireball
Flying Machine P.E.K.K.A
Bats Fireball Flying Machine The Log Electro Wizard
Bats Fireball Flying Machine Electro Wizard
Fireball Flying Machine The Log Bandit Electro Wizard

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