My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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.

Skeletons Bats Wizard 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.

Rage Freeze The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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 Rage Freeze 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.

Wizard 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.

Skeletons Bats Rage The Log Freeze Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

7 Skeletons Bats Rage The Log

Attack Synergies 1 6

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.

Skeletons
Bats
Rage P.E.K.K.A
Wizard
Rage P.E.K.K.A
Rage
Bats Wizard Electro Wizard
Freeze
P.E.K.K.A
Electro Wizard Bats Wizard The Log
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage

Defense Synergies 1 16

Skeletons
Bats Wizard P.E.K.K.A The Log Electro Wizard
Bats
Skeletons Freeze P.E.K.K.A The Log Electro Wizard
Wizard
Skeletons Freeze P.E.K.K.A The Log Electro Wizard
Rage
Freeze
Bats Wizard Electro Wizard
P.E.K.K.A
The Log Skeletons Bats Wizard Electro Wizard
The Log
P.E.K.K.A Skeletons Bats Wizard Electro Wizard
Electro Wizard
Skeletons Bats Wizard Freeze P.E.K.K.A The Log

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.

Wizard The Log Electro Wizard
P.E.K.K.A Skeletons Bats The Log Electro Wizard
P.E.K.K.A Skeletons Bats Freeze Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A The Log
Freeze The Log Skeletons Bats Electro Wizard
Bats Electro Wizard Wizard Freeze
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Electro Wizard
Bats Electro Wizard Skeletons Wizard Freeze The Log
Bats Wizard Electro Wizard
P.E.K.K.A Skeletons Bats Wizard Freeze The Log Electro Wizard
Wizard Bats Freeze P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Freeze P.E.K.K.A The Log Electro Wizard
Wizard Skeletons Bats P.E.K.K.A Electro Wizard
Bats Wizard The Log Electro Wizard
Wizard Freeze The Log Bats Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Bats 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.

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Wizard The Log
P.E.K.K.A Skeletons Bats The Log Electro Wizard
P.E.K.K.A Bats The Log Electro Wizard
P.E.K.K.A Skeletons
Wizard Skeletons Bats Freeze Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A
Freeze P.E.K.K.A Electro Wizard Skeletons Bats The Log
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Wizard
Wizard
Electro Wizard Skeletons Bats Freeze P.E.K.K.A The Log
Bats Wizard Freeze 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.)

Freeze The Log
The Log Electro Wizard
The Log
Freeze The Log
Wizard The Log
Wizard Bats Freeze
Wizard The Log
The Log Wizard Freeze
The Log Wizard
Bats Electro Wizard
Wizard The Log Electro Wizard
Wizard
The Log
Freeze
The Log
Wizard The Log
Wizard The Log
Freeze
Bats
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
Freeze The Log Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Bats Wizard Electro Wizard
Electro Wizard Bats Wizard Freeze
Wizard The Log
Freeze Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Bats Freeze
Wizard Electro Wizard
Freeze
The Log
Wizard Electro Wizard
The Log Wizard
P.E.K.K.A
Bats Freeze The Log Electro Wizard
Bats Electro Wizard
Freeze The Log Electro Wizard

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