My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
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 Electro Dragon Ice 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.

Bomber Bats Electro Dragon P.E.K.K.A Ice 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.

Zap Rage 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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Electro Dragon The Log Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 P.E.K.K.A Ice Wizard

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.

Ice 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.

Bomber Bats Zap Rage The Log Ice Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

8 Bomber Bats Zap Rage

Attack Synergies 1 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.

Bomber
Bats Zap P.E.K.K.A
Bats
Bomber Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Bomber Bats Electro Dragon The Log Ice Wizard
Rage
Bats Electro Dragon
Electro Dragon
Zap Rage P.E.K.K.A Ice Wizard
P.E.K.K.A
Zap Bomber Bats Electro Dragon The Log Ice Wizard
The Log
Zap P.E.K.K.A
Ice Wizard
Zap Electro Dragon P.E.K.K.A

Defense Synergies 1 16

Bomber
Bats Zap P.E.K.K.A The Log
Bats
Bomber Zap P.E.K.K.A The Log Ice Wizard
Zap
Bomber Bats Electro Dragon P.E.K.K.A The Log Ice Wizard
Rage
Electro Dragon
Zap The Log Ice Wizard
P.E.K.K.A
The Log Bomber Bats Zap Ice Wizard
The Log
P.E.K.K.A Bomber Bats Zap Electro Dragon Ice Wizard
Ice Wizard
Bats Zap Electro Dragon 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.

Bomber Zap Electro Dragon The Log
P.E.K.K.A Bomber Bats Zap Electro Dragon The Log Ice Wizard
P.E.K.K.A Bomber Bats Electro Dragon Ice Wizard
P.E.K.K.A Bomber Bats Electro Dragon Ice Wizard
Bomber P.E.K.K.A The Log
The Log Bomber Bats Zap Electro Dragon Ice Wizard
Bats Zap Electro Dragon Ice Wizard
Zap Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Ice Wizard
Bomber Ice Wizard
Bats Ice Wizard Bomber Zap Electro Dragon The Log
Bats Zap Electro Dragon Ice Wizard
P.E.K.K.A Bomber Bats Zap Electro Dragon The Log Ice Wizard
Bomber Bats Zap Electro Dragon P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Bomber Bats Electro Dragon P.E.K.K.A
Bomber Bats Zap Electro Dragon The Log Ice Wizard
Zap The Log Bomber Bats Electro Dragon Ice Wizard
P.E.K.K.A
Bomber Bats Electro Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Zap P.E.K.K.A
Bomber Zap Electro Dragon The Log
P.E.K.K.A Bats Zap Electro Dragon The Log
P.E.K.K.A Bats Zap The Log
P.E.K.K.A
Bats Zap Electro Dragon Ice Wizard
P.E.K.K.A Bats Ice Wizard
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Bats The Log
P.E.K.K.A
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Zap The Log
P.E.K.K.A
Bomber Electro Dragon
Electro Dragon Bomber Bats Zap P.E.K.K.A The Log
Bats Bomber Zap Electro Dragon P.E.K.K.A The Log Ice 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.)

Electro Dragon The Log
Zap Electro Dragon The Log Ice Wizard
Electro Dragon The Log
The Log
Bomber Zap The Log
Bats Zap Electro Dragon Ice Wizard
Bomber The Log
The Log Zap Electro Dragon Ice Wizard
The Log Zap Electro Dragon
Bats Electro Dragon
Zap Electro Dragon The Log
Zap Electro Dragon
The Log
Electro Dragon
Zap The Log
Bomber Zap Electro Dragon The Log
Electro Dragon The Log
Bomber Bats
Bomber Zap Electro Dragon The Log
Bomber Zap Electro Dragon The Log
The Log
The Log
Zap Electro Dragon The Log
Zap The Log Bomber Electro Dragon Ice Wizard
The Log Zap Electro Dragon Ice Wizard
Zap Electro Dragon The Log
Zap The Log
Bats Zap Electro Dragon Ice Wizard
Zap Electro Dragon Bats
Bomber Zap Electro Dragon The Log
Zap Electro Dragon
P.E.K.K.A
The Log
Zap Bats Electro Dragon
Zap Electro Dragon Ice Wizard
The Log
Electro Dragon
The Log Bomber Zap Electro Dragon
Zap
Electro Dragon P.E.K.K.A
Zap Electro Dragon Bats The Log
Bats Zap Electro Dragon
Electro Dragon Zap The Log

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