My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Fire Spirit 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.

Bomber 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.

Zap Fireball

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Fireball 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.

Fire Spirit Bats 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.

Fireball

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.

Fire Spirit Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Zap Fireball Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Bomber Bats Zap

Attack Synergies 5 8

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.

Fire Spirit
P.E.K.K.A Zap
Bomber
Bats Zap P.E.K.K.A
Bats
Bomber Zap P.E.K.K.A
Zap
Fireball P.E.K.K.A Electro Wizard Fire Spirit Bomber Bats
Fireball
Zap Electro Wizard
Wizard
P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Bomber Bats Wizard
Electro Wizard
Zap P.E.K.K.A Fireball

Defense Synergies 2 15

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Bomber
Bats Zap P.E.K.K.A Electro Wizard
Bats
Bomber Zap P.E.K.K.A Electro Wizard
Zap
Fireball Electro Wizard Fire Spirit Bomber Bats P.E.K.K.A
Fireball
Zap Electro Wizard
Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Bats Zap Wizard Electro Wizard
Electro Wizard
Zap Fire Spirit Bomber Bats Fireball Wizard 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.

Bomber Zap Fireball Wizard Electro Wizard
P.E.K.K.A Bomber Bats Zap Electro Wizard
P.E.K.K.A Fire Spirit Bomber Bats Electro Wizard
P.E.K.K.A Bomber Bats Electro Wizard
Bomber Fireball P.E.K.K.A
Fireball Fire Spirit Bomber Bats Zap Electro Wizard
Bats Electro Wizard Fire Spirit Zap Fireball Wizard
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Electro Wizard
Bats Electro Wizard Bomber Zap Fireball Wizard
Bats Zap Fireball Wizard Electro Wizard
P.E.K.K.A Fire Spirit Bomber Bats Zap Fireball Wizard Electro Wizard
Fire Spirit Bomber Fireball Wizard Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Wizard Bomber Bats Fireball P.E.K.K.A Electro Wizard
Fire Spirit Fireball Bomber Bats Zap Wizard Electro Wizard
Zap Wizard Fire Spirit Bomber Bats Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Wizard Fire Spirit Bats Fireball 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.

Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Zap Wizard
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Fireball Electro Wizard
P.E.K.K.A
Fire Spirit Fireball Wizard Bats Zap Electro Wizard
P.E.K.K.A Bats Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Fireball
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Wizard
Wizard Bomber Fireball
Electro Wizard Bomber Bats Zap Fireball P.E.K.K.A
Bats Bomber Zap Fireball Wizard 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Bomber Fireball Wizard Fire Spirit Zap
Fireball Wizard Fire Spirit Bats Zap
Fire Spirit Bomber Wizard
Fireball Fire Spirit Zap Wizard
Fireball Zap Wizard
Fire Spirit Bats Fireball Electro Wizard
Zap Fireball Wizard Electro Wizard
Fireball Fire Spirit Zap Wizard
Fire Spirit Fireball
Fireball
Zap Fireball
Bomber Zap Fireball Wizard
Fireball Wizard
Fireball
Bomber Bats
Fire Spirit Bomber Zap Fireball Wizard Electro Wizard
Fire Spirit Bomber Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fire Spirit Bomber Fireball Wizard
Fireball Zap Wizard Electro Wizard
Fireball Zap Wizard
Fireball Zap
Fire Spirit Bats Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Bats Fireball Wizard
Fireball
Bomber Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Fire Spirit Bats Fireball
Fireball Fire Spirit Zap Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Bomber Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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