My Best Clash Royale Deck

Deck Check Rating

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

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 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 Dark Prince 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.

Fireball Tornado The Log

Punishments

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

Dark Prince 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.

Dark Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado Dark Prince 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 Tornado Dark Prince 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Tornado Bandit Fireball Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Bats The Log Tornado Bandit

Attack Synergies 3 13

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
Dark Prince P.E.K.K.A Bandit
Fireball
Tornado Dark Prince The Log Electro Wizard
Tornado
Fireball P.E.K.K.A Dark Prince The Log
Dark Prince
Bats Fireball Tornado Bandit Electro Wizard
P.E.K.K.A
Tornado Electro Wizard Bats The Log
The Log
Fireball Tornado P.E.K.K.A Bandit
Bandit
Bats Dark Prince The Log Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Dark Prince Bandit

Defense Synergies 4 18

Bats
Dark Prince P.E.K.K.A The Log Bandit Electro Wizard
Fireball
Tornado The Log Dark Prince Bandit Electro Wizard
Tornado
Fireball P.E.K.K.A Dark Prince The Log Electro Wizard
Dark Prince
Bats Fireball Tornado The Log Bandit Electro Wizard
P.E.K.K.A
Tornado The Log Bats Electro Wizard
The Log
Fireball P.E.K.K.A Bats Tornado Dark Prince Bandit Electro Wizard
Bandit
Bats Fireball Dark Prince The Log Electro Wizard
Electro Wizard
Bats Fireball Tornado Dark Prince 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.

Fireball The Log Electro Wizard
P.E.K.K.A Bats Dark Prince The Log Bandit Electro Wizard
Tornado P.E.K.K.A Bats Dark Prince Bandit Electro Wizard
P.E.K.K.A Bats Dark Prince Bandit Electro Wizard
Fireball Tornado Dark Prince P.E.K.K.A The Log
Fireball Tornado The Log Bats Dark Prince Bandit Electro Wizard
Bats Tornado Electro Wizard Fireball
Fireball P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Tornado
Tornado Dark Prince Bandit Electro Wizard
Bats Electro Wizard Fireball Tornado Dark Prince The Log Bandit
Bats Fireball Tornado Electro Wizard
P.E.K.K.A Bats Fireball Dark Prince The Log Bandit Electro Wizard
Fireball Bats Tornado Dark Prince P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado Fireball P.E.K.K.A The Log Bandit Electro Wizard
Bats Fireball Tornado Dark Prince P.E.K.K.A Electro Wizard
Fireball Bats Tornado Dark Prince The Log Bandit Electro Wizard
Tornado The Log Bats Fireball Dark Prince Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Dark Prince Bats 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.

Fireball Dark Prince P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard The Log
P.E.K.K.A Bandit Bats Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Bats Fireball Tornado The Log Bandit Electro Wizard
P.E.K.K.A Dark Prince Bandit
Fireball Bats Tornado Electro Wizard
Dark Prince P.E.K.K.A Bats Fireball Bandit Electro Wizard
P.E.K.K.A Dark Prince
P.E.K.K.A Electro Wizard Bats Fireball Tornado Dark Prince The Log Bandit
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Fireball Tornado Dark Prince The Log Electro Wizard
Dark Prince P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Bats Fireball Tornado Dark Prince P.E.K.K.A The Log
Bats Fireball Dark Prince 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 Tornado The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball Dark Prince The Log
Fireball Dark Prince The Log
Fireball Bats Tornado
Tornado The Log
Fireball The Log Tornado
Fireball The Log Tornado Bandit
Bats Fireball Tornado Electro Wizard
Fireball Tornado Dark Prince The Log Bandit Electro Wizard
Fireball Tornado
Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball The Log Bandit
Fireball The Log Bandit
Fireball Tornado
Bats
Fireball Dark Prince The Log Bandit Electro Wizard
Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fireball Dark Prince
Fireball The Log Tornado Bandit Electro Wizard
Fireball Tornado The Log Bandit
Fireball Tornado The Log Bandit
Bats Fireball Tornado Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball The Log Bandit
Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Bats Fireball Dark Prince Bandit
Fireball Tornado Electro Wizard
The Log Fireball
Fireball Dark Prince Electro Wizard
The Log Fireball
Fireball Tornado
Dark Prince P.E.K.K.A
Bats Fireball Tornado The Log Electro Wizard
Bats Fireball Tornado Electro Wizard
Fireball Tornado Dark Prince The Log Bandit Electro Wizard

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