My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

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.

Bats Dark Prince Balloon 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.

Balloon

Damage spells

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

Zap Arrows

Punishments

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

Dark Prince Balloon

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.

Dark Prince Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince

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 Guards Dark Prince 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 Arrows Guards Dark Prince Electro Wizard Balloon P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Guards

Attack Synergies 8 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
Balloon Zap Dark Prince P.E.K.K.A
Zap
Arrows Balloon P.E.K.K.A Electro Wizard Bats Guards Dark Prince
Arrows
Zap Balloon P.E.K.K.A Dark Prince
Guards
Zap
Dark Prince
Bats Zap Arrows Balloon Electro Wizard
Balloon
Bats Zap Arrows Dark Prince Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Bats
Electro Wizard
Zap P.E.K.K.A Dark Prince Balloon

Defense Synergies 1 13

Bats
Zap Dark Prince P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Arrows Guards Dark Prince P.E.K.K.A
Arrows
Zap Dark Prince P.E.K.K.A
Guards
Zap Electro Wizard
Dark Prince
Bats Zap Arrows Electro Wizard
Balloon
P.E.K.K.A
Bats Zap Arrows Electro Wizard
Electro Wizard
Zap Bats Guards Dark Prince 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 Electro Wizard
P.E.K.K.A Bats Zap Dark Prince Electro Wizard
P.E.K.K.A Bats Dark Prince Electro Wizard
P.E.K.K.A Bats Guards Dark Prince Electro Wizard
Arrows Dark Prince P.E.K.K.A
Arrows Bats Zap Guards Dark Prince Electro Wizard
Bats Electro Wizard Zap Arrows
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Dark Prince Electro Wizard
Bats Guards Electro Wizard Zap Arrows Dark Prince
Arrows Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Guards Dark Prince Electro Wizard
Bats Zap Arrows Guards Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Bats Arrows Dark Prince P.E.K.K.A Electro Wizard
Arrows Bats Zap Guards Dark Prince Electro Wizard
Zap Arrows Bats Guards Dark Prince Electro Wizard
P.E.K.K.A Electro Wizard
Dark Prince Bats Arrows Guards 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.

Guards Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows
Guards P.E.K.K.A Bats Zap Dark Prince Electro Wizard
Guards Dark Prince P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Guards Dark Prince
Arrows Bats Zap Electro Wizard
Guards Dark Prince P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Bats Dark Prince
P.E.K.K.A Guards
P.E.K.K.A Bats Guards Dark Prince
P.E.K.K.A Zap Arrows Guards Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Guards
Guards Electro Wizard Bats Zap Dark Prince P.E.K.K.A
Bats Arrows Zap Dark Prince 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 Guards
Arrows Zap Electro Wizard
Arrows
Arrows Guards Dark Prince
Zap Arrows Dark Prince
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Guards Electro Wizard
Zap Arrows Dark Prince Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows Dark Prince Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Dark Prince
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Bats Zap Arrows Electro Wizard
Zap Electro Wizard Bats Guards
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Bats Guards Dark Prince
Zap Arrows Electro Wizard
Arrows
Dark Prince Electro Wizard
Arrows Zap
Zap Arrows
Dark Prince P.E.K.K.A
Zap Bats Guards Electro Wizard
Bats Zap Electro Wizard
Zap Dark Prince Electro Wizard

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