My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions 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 P.E.K.K.A Bandit 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 The Log

Punishments

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

Bandit

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.

P.E.K.K.A Bandit

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

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 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.

Minions Fireball 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 The Log Minions Bandit Fireball Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Bats Zap The Log Minions

Attack Synergies 4 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.

Bats
Zap Minions P.E.K.K.A Bandit
Zap
Fireball P.E.K.K.A Electro Wizard Bats Minions The Log Bandit
Minions
Bats Zap P.E.K.K.A Bandit
Fireball
Zap The Log Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Minions The Log
The Log
Zap Fireball P.E.K.K.A Bandit
Bandit
Bats Zap Minions The Log Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Bandit

Defense Synergies 4 20

Bats
Zap Minions P.E.K.K.A The Log Bandit Electro Wizard
Zap
Fireball Electro Wizard Bats Minions P.E.K.K.A The Log Bandit
Minions
Bats Zap P.E.K.K.A The Log Bandit Electro Wizard
Fireball
Zap The Log Bandit Electro Wizard
P.E.K.K.A
The Log Bats Zap Minions Electro Wizard
The Log
Fireball P.E.K.K.A Bats Zap Minions Bandit Electro Wizard
Bandit
Bats Zap Minions Fireball The Log Electro Wizard
Electro Wizard
Zap Bats Minions Fireball P.E.K.K.A The Log Bandit

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 Minions Fireball The Log Electro Wizard
P.E.K.K.A Bats Zap Minions The Log Bandit Electro Wizard
P.E.K.K.A Bats Minions Bandit Electro Wizard
P.E.K.K.A Bats Minions Bandit Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Bats Zap Minions Bandit Electro Wizard
Bats Minions Electro Wizard Zap Fireball
Zap Fireball P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Minions
Bandit Electro Wizard
Bats Minions Electro Wizard Zap Fireball The Log Bandit
Minions Bats Zap Fireball Electro Wizard
P.E.K.K.A Bats Zap Minions Fireball The Log Bandit Electro Wizard
Fireball Bats Zap Minions P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap Fireball P.E.K.K.A The Log Bandit Electro Wizard
Bats Minions Fireball P.E.K.K.A Electro Wizard
Fireball Bats Zap Minions The Log Bandit Electro Wizard
Zap The Log Bats Minions Fireball Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bats Minions Fireball P.E.K.K.A The Log Bandit 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 Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap The Log
P.E.K.K.A Bandit Bats Zap Minions The Log Electro Wizard
P.E.K.K.A Bats Zap Fireball The Log Bandit Electro Wizard
P.E.K.K.A Bandit
Fireball Bats Zap Minions Electro Wizard
P.E.K.K.A Bats Minions Fireball Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Minions Fireball The Log Bandit
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A Zap Fireball The Log Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Bats Zap Minions Fireball P.E.K.K.A The Log
Bats Minions Zap Fireball P.E.K.K.A The Log 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 The Log Bandit
Fireball Zap The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball The Log
Fireball Zap The Log
Fireball Bats Zap Minions
The Log
Fireball The Log Zap
Fireball The Log Zap Bandit
Bats Minions Fireball Electro Wizard
Zap Fireball The Log Bandit Electro Wizard
Fireball Zap
Fireball The Log Bandit
Minions Fireball Bandit
Zap Fireball The Log
Zap Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Bats Minions
Zap Fireball The Log Bandit Electro Wizard
Zap Fireball The Log
Minions Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap Bandit Electro Wizard
Fireball Zap The Log Bandit
Fireball Zap The Log Bandit
Bats Zap Fireball Electro Wizard
Zap Electro Wizard Bats Minions Fireball
Fireball
Zap Fireball The Log Bandit
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Zap Electro Wizard Bats Minions Fireball Bandit
Fireball Zap Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Bats Minions Fireball The Log Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball The Log Bandit Electro Wizard

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