My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 Hunter Magic Archer

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 Hunter Bowler P.E.K.K.A Magic Archer

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.

Tornado

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.

Electro Spirit P.E.K.K.A Magic Archer

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 Spirit Magic Archer

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 Electro Spirit Hunter Magic Archer
The Log
Skeletons Electro Spirit Hunter
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Bats
Royal Delivery
Skeletons Electro Spirit Bats Hunter Bowler P.E.K.K.A Magic Archer
Fireball
Hunter Bowler Magic Archer
Poison
Bats Hunter Magic Archer
Lightning
Hunter Bowler Magic Archer
Rocket
Hunter Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Tornado Hunter Bowler Magic Archer

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.

Electro Spirit Bats Tornado Bowler P.E.K.K.A

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 Electro Spirit Bats Tornado Hunter Magic Archer Bowler P.E.K.K.A

Shortest cycle

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

7 Skeletons Electro Spirit Bats Tornado

Attack Synergies 3 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.

Skeletons
Electro Spirit
Bowler P.E.K.K.A
Bats
Bowler P.E.K.K.A
Tornado
P.E.K.K.A Magic Archer Hunter Bowler
Hunter
Tornado Bowler P.E.K.K.A
Bowler
Electro Spirit Bats Tornado Hunter Magic Archer
P.E.K.K.A
Tornado Magic Archer Electro Spirit Bats Hunter
Magic Archer
Tornado P.E.K.K.A Bowler

Defense Synergies 3 14

Skeletons
Electro Spirit Bats Tornado Hunter Bowler P.E.K.K.A Magic Archer
Electro Spirit
Skeletons Hunter
Bats
Skeletons Hunter Bowler P.E.K.K.A
Tornado
Bowler P.E.K.K.A Magic Archer Skeletons Hunter
Hunter
Skeletons Electro Spirit Bats Tornado Bowler P.E.K.K.A
Bowler
Tornado Skeletons Bats Hunter
P.E.K.K.A
Tornado Skeletons Bats Hunter
Magic Archer
Tornado Skeletons

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.

Bowler Magic Archer
Hunter P.E.K.K.A Skeletons Bats
Tornado Hunter Bowler P.E.K.K.A Skeletons Bats
Hunter P.E.K.K.A Skeletons Bats Bowler
Tornado Bowler P.E.K.K.A
Tornado Bowler Skeletons Electro Spirit Bats Hunter Magic Archer
Bats Tornado Hunter Electro Spirit Magic Archer
Bowler Electro Spirit P.E.K.K.A Magic Archer
Hunter P.E.K.K.A Skeletons Tornado
Tornado Skeletons Hunter Bowler
Bats Skeletons Electro Spirit Tornado Hunter Bowler Magic Archer
Hunter Bats Tornado Magic Archer
Hunter Bowler P.E.K.K.A Skeletons Bats
Bowler Electro Spirit Bats Tornado Hunter P.E.K.K.A Magic Archer
P.E.K.K.A Hunter
Tornado Hunter Bowler P.E.K.K.A
Skeletons Bats Tornado Hunter Bowler P.E.K.K.A
Electro Spirit Bats Tornado Hunter Bowler Magic Archer
Tornado Hunter Electro Spirit Bats Bowler Magic Archer
P.E.K.K.A Tornado Hunter
Bowler Electro Spirit Bats Hunter P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Bowler P.E.K.K.A
Hunter Bowler Magic Archer
P.E.K.K.A Skeletons Bats Hunter Bowler
Hunter Bowler P.E.K.K.A Bats Tornado
P.E.K.K.A Skeletons Hunter Bowler
Skeletons Electro Spirit Bats Tornado Hunter Magic Archer
P.E.K.K.A Skeletons Bats Hunter Bowler
P.E.K.K.A Hunter
P.E.K.K.A Skeletons Electro Spirit Bats Tornado Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Bats Hunter Bowler
P.E.K.K.A Tornado Bowler
Bowler P.E.K.K.A Skeletons Hunter
Bowler Magic Archer
Skeletons Electro Spirit Bats Tornado Hunter Bowler P.E.K.K.A Magic Archer
Bats Bowler Electro Spirit Hunter P.E.K.K.A Magic Archer

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.)

Magic Archer
Tornado Bowler Magic Archer
Magic Archer
Bowler Magic Archer
Electro Spirit Bats Tornado Hunter Magic Archer
Tornado Bowler Magic Archer
Tornado Hunter Bowler Magic Archer
Tornado
Bats Tornado Bowler
Tornado Bowler Magic Archer
Tornado Magic Archer
Hunter Bowler Magic Archer
Magic Archer
Magic Archer
Hunter Bowler Magic Archer
Magic Archer Bowler
Tornado
Bats
Hunter Bowler Magic Archer
Tornado Bowler Magic Archer
Bowler Magic Archer
Tornado
Tornado Bowler
Tornado Electro Spirit Hunter Bowler Magic Archer
Tornado Hunter Bowler Magic Archer
Tornado Bowler Magic Archer
Tornado Magic Archer
Bats Tornado Hunter Magic Archer
Electro Spirit Bats
Bowler
Hunter Magic Archer
Electro Spirit Magic Archer
P.E.K.K.A
Bowler Magic Archer
Electro Spirit Bats Magic Archer
Tornado Hunter Magic Archer
Hunter Bowler Magic Archer
Bowler Magic Archer
Tornado
P.E.K.K.A
Electro Spirit Bats Tornado Bowler Magic Archer
Bats Tornado Magic Archer
Tornado Bowler Magic Archer

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