My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Wizard Witch 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.

Bats Wizard Witch Prince 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

Punishments

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

Goblin Gang Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

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 Prince 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.

Goblin Gang Wizard Witch 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Electro Wizard Wizard Witch Prince P.E.K.K.A

Shortest cycle

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

11 Bats Zap Goblin Gang Electro Wizard

Attack Synergies 4 11

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 Prince P.E.K.K.A
Zap
Prince P.E.K.K.A Electro Wizard Bats Witch
Goblin Gang
Prince P.E.K.K.A
Wizard
Prince P.E.K.K.A
Witch
Zap Prince P.E.K.K.A
Prince
Zap Bats Goblin Gang Wizard Witch Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Goblin Gang Wizard Witch
Electro Wizard
Zap P.E.K.K.A Prince

Defense Synergies 1 18

Bats
Zap Prince P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Goblin Gang Witch Prince P.E.K.K.A
Goblin Gang
Zap Prince P.E.K.K.A Electro Wizard
Wizard
Prince P.E.K.K.A Electro Wizard
Witch
Zap Prince Electro Wizard
Prince
Bats Zap Goblin Gang Wizard Witch Electro Wizard
P.E.K.K.A
Bats Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Bats Goblin Gang Wizard Witch Prince 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.

Zap Wizard Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Witch Prince Electro Wizard
Goblin Gang Witch Prince P.E.K.K.A Bats Electro Wizard
Witch Prince P.E.K.K.A Bats Goblin Gang Electro Wizard
Prince P.E.K.K.A
Goblin Gang Bats Zap Electro Wizard
Bats Electro Wizard Zap Goblin Gang Wizard Witch
Zap P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Goblin Gang Prince
Goblin Gang Prince Electro Wizard
Bats Goblin Gang Witch Electro Wizard Zap Wizard
Bats Zap Goblin Gang Wizard Witch Electro Wizard
Prince P.E.K.K.A Bats Zap Goblin Gang Wizard Witch Electro Wizard
Wizard Bats Zap Goblin Gang Witch Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Prince Electro Wizard
Zap Goblin Gang Prince P.E.K.K.A Electro Wizard
Wizard Bats Goblin Gang Witch Prince P.E.K.K.A Electro Wizard
Bats Zap Goblin Gang Wizard Witch Prince Electro Wizard
Zap Wizard Witch Bats Electro Wizard
P.E.K.K.A Prince Electro Wizard
Goblin Gang Wizard Bats Witch Prince 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.

Goblin Gang Zap Witch Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang Wizard Prince
Goblin Gang P.E.K.K.A Bats Zap Witch Prince Electro Wizard
Goblin Gang Prince P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Goblin Gang Witch Prince
Wizard Bats Zap Goblin Gang Witch Electro Wizard
Goblin Gang Prince P.E.K.K.A Bats Witch Electro Wizard
P.E.K.K.A Prince
Zap P.E.K.K.A Electro Wizard Bats Witch Prince
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Witch Prince
P.E.K.K.A Zap Prince Electro Wizard
Prince P.E.K.K.A Goblin Gang Wizard Witch
Wizard Witch
Goblin Gang Witch Electro Wizard Bats Zap Prince P.E.K.K.A
Bats Zap Wizard Witch 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.)

Zap Electro Wizard
Prince
Wizard Zap
Wizard Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats Goblin Gang Prince Electro Wizard
Zap Wizard Prince Electro Wizard
Zap Wizard
Zap Prince
Zap Wizard Witch
Wizard
Bats
Zap Wizard Prince Electro Wizard
Zap Wizard Witch
Prince
Wizard
Prince
Zap
Zap Wizard Witch
Witch
Zap Wizard Witch Electro Wizard
Zap Wizard Witch Prince
Zap
Bats Zap Wizard Witch Electro Wizard
Zap Electro Wizard Bats Wizard Witch
Zap Wizard
Zap Electro Wizard
P.E.K.K.A Prince
Wizard
Zap Electro Wizard Bats Goblin Gang Witch Prince
Zap Wizard Witch Electro Wizard
Goblin Gang Wizard Prince Electro Wizard
Zap Wizard
Zap
Prince P.E.K.K.A
Zap Bats Goblin Gang Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Prince Electro Wizard

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