My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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 Wizard P.E.K.K.A

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 Rage

Punishments

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

Elite Barbarians Mini P.E.K.K.A

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.

Elite Barbarians Mini P.E.K.K.A 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.

Elite Barbarians Mini P.E.K.K.A

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 Elite Barbarians
Giant Snowball
Bats Archers
Zap
Bats Archers
Barbarian Barrel
Archers Elite Barbarians Wizard
The Log
Archers Elite Barbarians Mini P.E.K.K.A
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Elite Barbarians Mini P.E.K.K.A Wizard P.E.K.K.A
Fireball
Archers Elite Barbarians Wizard
Poison
Bats Archers Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Mini P.E.K.K.A Rage 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

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Archers Mini P.E.K.K.A Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Bats Zap Rage Archers

Attack Synergies 3 15

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 Elite Barbarians Mini P.E.K.K.A Rage P.E.K.K.A
Zap
Elite Barbarians P.E.K.K.A Bats Archers Mini P.E.K.K.A
Archers
Zap Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Elite Barbarians
Zap Rage Bats Archers Wizard
Mini P.E.K.K.A
Bats Zap Archers Wizard Rage
Wizard
Elite Barbarians Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Elite Barbarians Bats Mini P.E.K.K.A Wizard
P.E.K.K.A
Zap Bats Archers Wizard

Defense Synergies 1 12

Bats
Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Mini P.E.K.K.A Bats Archers Elite Barbarians P.E.K.K.A
Archers
Zap Mini P.E.K.K.A P.E.K.K.A
Elite Barbarians
Zap Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Zap Bats Archers Elite Barbarians Wizard
Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Rage
P.E.K.K.A
Bats Zap Archers 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.

Zap Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Bats Zap
Mini P.E.K.K.A P.E.K.K.A Bats Archers Elite Barbarians
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Bats
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Bats Zap Archers
Bats Zap Archers Wizard
Zap P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians
Elite Barbarians Archers Mini P.E.K.K.A
Bats Archers Zap Wizard
Bats Zap Archers Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Zap Elite Barbarians Wizard
Wizard Bats Zap Mini P.E.K.K.A P.E.K.K.A
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Zap Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Bats Zap Archers Elite Barbarians Wizard
Zap Wizard Bats Archers
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians
Wizard Bats Archers Elite Barbarians Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Archers Elite Barbarians P.E.K.K.A
Zap Archers Elite Barbarians Mini P.E.K.K.A Wizard
P.E.K.K.A Bats Zap Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats Zap Elite Barbarians
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A
Wizard Bats Zap Archers
Mini P.E.K.K.A P.E.K.K.A Bats Archers Elite Barbarians
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Bats Elite Barbarians Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Bats Elite Barbarians Mini P.E.K.K.A
P.E.K.K.A Zap Elite Barbarians
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Archers
Elite Barbarians Bats Zap Archers Mini P.E.K.K.A P.E.K.K.A
Bats Zap Archers Elite Barbarians Mini P.E.K.K.A Wizard P.E.K.K.A

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.)

Zap
Wizard Zap
Wizard Bats Zap
Archers Wizard
Zap Wizard
Zap Wizard
Bats Elite Barbarians Mini P.E.K.K.A
Zap Wizard
Zap Archers Wizard
Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Bats Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Bats Zap Archers Wizard
Zap Bats Wizard
Elite Barbarians Mini P.E.K.K.A
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Bats Archers
Zap Archers Wizard
Mini P.E.K.K.A Wizard
Zap Wizard
Zap
Elite Barbarians P.E.K.K.A
Zap Bats Elite Barbarians
Bats Zap
Zap

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