My Best Clash Royale Deck

Deck Check Rating

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

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 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.

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.

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Guards 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 Guards Electro Wizard

Attack Synergies 4 10

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 Guards Witch
Wizard
Prince P.E.K.K.A
Guards
Zap
Witch
Zap Prince P.E.K.K.A
Prince
Zap Bats Wizard Witch Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Wizard Witch
Electro Wizard
Zap P.E.K.K.A Prince

Defense Synergies 1 19

Bats
Zap Prince P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Guards Witch Prince P.E.K.K.A
Wizard
Guards Prince P.E.K.K.A Electro Wizard
Guards
Zap Wizard Witch Prince Electro Wizard
Witch
Zap Guards Prince Electro Wizard
Prince
Bats Zap Wizard Guards Witch Electro Wizard
P.E.K.K.A
Bats Zap Wizard Electro Wizard
Electro Wizard
Zap Bats Wizard Guards 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 Witch Prince Electro Wizard
Witch Prince P.E.K.K.A Bats Electro Wizard
Witch Prince P.E.K.K.A Bats Guards Electro Wizard
Prince P.E.K.K.A
Bats Zap Guards Electro Wizard
Bats Electro Wizard Zap Wizard Witch
Zap P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Prince
Guards Prince Electro Wizard
Bats Guards Witch Electro Wizard Zap Wizard
Bats Zap Wizard Witch Electro Wizard
Prince P.E.K.K.A Bats Zap Wizard Guards Witch Electro Wizard
Wizard Bats Zap Guards Witch Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Prince Electro Wizard
Zap Prince P.E.K.K.A Electro Wizard
Wizard Bats Witch Prince P.E.K.K.A Electro Wizard
Bats Zap Wizard Guards Witch Prince Electro Wizard
Zap Wizard Witch Bats Guards Electro Wizard
P.E.K.K.A Prince Electro Wizard
Wizard Bats Guards 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.

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

Guards
Zap Electro Wizard
Guards Prince
Wizard Zap
Wizard Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats Guards 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 Guards Witch
Zap Wizard
Zap Electro Wizard
P.E.K.K.A Prince
Wizard
Zap Electro Wizard Bats Guards Witch Prince
Zap Wizard Witch Electro Wizard
Wizard Prince Electro Wizard
Zap Wizard
Zap
Prince P.E.K.K.A
Zap Bats Guards Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Witch Prince Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: