My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Baby Dragon 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 Battle Ram Baby Dragon P.E.K.K.A Electro Wizard Lumberjack

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Poison

Punishments

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

Battle Ram Lumberjack

Pump responses

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

Poison

Dropped at the bridge

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

Battle Ram Baby Dragon P.E.K.K.A Lumberjack

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 Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Poison

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 Battle Ram Baby Dragon Poison 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.

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.

Bats Zap Battle Ram Baby Dragon Poison Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

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

12 Bats Zap Battle Ram Baby Dragon

Attack Synergies 6 18

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 Battle Ram Baby Dragon P.E.K.K.A Lumberjack
Zap
Battle Ram P.E.K.K.A Electro Wizard Bats Baby Dragon Poison Lumberjack
Battle Ram
Zap Poison Bats Baby Dragon P.E.K.K.A Electro Wizard Lumberjack
Baby Dragon
Bats Zap Battle Ram Poison P.E.K.K.A Electro Wizard Lumberjack
Poison
Battle Ram P.E.K.K.A Zap Baby Dragon
P.E.K.K.A
Zap Poison Electro Wizard Bats Battle Ram Baby Dragon Lumberjack
Electro Wizard
Zap P.E.K.K.A Battle Ram Baby Dragon Lumberjack
Lumberjack
Bats Zap Battle Ram Baby Dragon P.E.K.K.A Electro Wizard

Defense Synergies 1 14

Bats
Zap Baby Dragon P.E.K.K.A Electro Wizard Lumberjack
Zap
Electro Wizard Bats Baby Dragon Poison P.E.K.K.A Lumberjack
Battle Ram
Baby Dragon
Bats Zap P.E.K.K.A Lumberjack
Poison
Zap Electro Wizard
P.E.K.K.A
Bats Zap Baby Dragon Electro Wizard
Electro Wizard
Zap Bats Poison P.E.K.K.A Lumberjack
Lumberjack
Bats Zap Baby Dragon Electro Wizard

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 Baby Dragon Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Electro Wizard
P.E.K.K.A Lumberjack Bats Electro Wizard
P.E.K.K.A Lumberjack Bats Electro Wizard
Poison P.E.K.K.A Lumberjack
Bats Zap Baby Dragon Electro Wizard Lumberjack
Bats Electro Wizard Zap Baby Dragon Poison
Zap Baby Dragon Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Lumberjack
Electro Wizard Lumberjack
Bats Poison Electro Wizard Zap Baby Dragon Lumberjack
Bats Zap Baby Dragon Poison Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Electro Wizard
Bats Zap Baby Dragon Poison P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap P.E.K.K.A Electro Wizard Lumberjack
Bats Poison P.E.K.K.A Electro Wizard Lumberjack
Bats Zap Baby Dragon Electro Wizard Lumberjack
Zap Baby Dragon Poison Bats Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Bats Baby Dragon Poison P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Baby Dragon Lumberjack
P.E.K.K.A Lumberjack Bats Zap Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Electro Wizard
P.E.K.K.A Lumberjack
Poison Bats Zap Baby Dragon Electro Wizard
P.E.K.K.A Bats Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Bats Baby Dragon Poison
P.E.K.K.A
P.E.K.K.A Bats Lumberjack
P.E.K.K.A Zap Poison Electro Wizard
P.E.K.K.A Lumberjack
Baby Dragon
Electro Wizard Bats Zap Baby Dragon Poison P.E.K.K.A Lumberjack
Bats Poison Zap Baby Dragon 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.)

Poison Baby Dragon
Poison Zap Baby Dragon Electro Wizard
Baby Dragon Poison
Poison
Poison Zap Baby Dragon
Poison Bats Zap Baby Dragon
Baby Dragon Poison
Poison Zap Baby Dragon
Poison Zap
Bats Poison Electro Wizard Lumberjack
Poison Zap Electro Wizard
Poison Zap Baby Dragon
Poison Baby Dragon
Baby Dragon Poison
Zap Baby Dragon Poison
Zap Baby Dragon Poison
Baby Dragon Poison
Poison
Bats
Zap Baby Dragon Poison Electro Wizard
Zap Baby Dragon Poison
Baby Dragon Poison
Poison
Zap Baby Dragon Poison
Zap Poison Baby Dragon
Poison Zap Baby Dragon Electro Wizard
Zap Baby Dragon Poison
Poison Zap Baby Dragon
Poison Bats Zap Baby Dragon Electro Wizard
Zap Electro Wizard Bats Poison
Poison Zap
Zap Poison Electro Wizard
P.E.K.K.A
Poison
Zap Electro Wizard Bats
Poison Zap Baby Dragon Electro Wizard
Poison Baby Dragon Electro Wizard Lumberjack
Zap Baby Dragon Poison
Zap Poison
P.E.K.K.A
Zap Bats Baby Dragon Poison Electro Wizard
Bats Zap Poison Electro Wizard
Poison Zap Baby Dragon Electro Wizard

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