My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Ice Wizard 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 P.E.K.K.A Ice Wizard Bandit Electro Wizard

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 The Log

Punishments

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

Battle Ram Bandit

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 P.E.K.K.A Ice Wizard

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.

Ice Wizard 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 Zap The Log Ice Wizard Bandit Battle Ram 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 Ice Wizard

Attack Synergies 6 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 Battle Ram P.E.K.K.A Bandit
Zap
Battle Ram P.E.K.K.A Electro Wizard Bats The Log Ice Wizard Bandit
Battle Ram
Zap The Log Bandit Bats P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Battle Ram The Log Ice Wizard
The Log
Battle Ram Zap P.E.K.K.A Bandit
Ice Wizard
Zap P.E.K.K.A Bandit
Bandit
Battle Ram Bats Zap The Log Ice Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Bandit

Defense Synergies 2 17

Bats
Zap P.E.K.K.A The Log Ice Wizard Bandit Electro Wizard
Zap
Electro Wizard Bats P.E.K.K.A The Log Ice Wizard Bandit
Battle Ram
P.E.K.K.A
The Log Bats Zap Ice Wizard Electro Wizard
The Log
P.E.K.K.A Bats Zap Ice Wizard Bandit Electro Wizard
Ice Wizard
Bats Zap P.E.K.K.A The Log Bandit
Bandit
Bats Zap The Log Ice Wizard Electro Wizard
Electro Wizard
Zap Bats 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 The Log Electro Wizard
P.E.K.K.A Bats Zap The Log Ice Wizard Bandit Electro Wizard
P.E.K.K.A Bats Ice Wizard Bandit Electro Wizard
P.E.K.K.A Bats Ice Wizard Bandit Electro Wizard
P.E.K.K.A The Log
The Log Bats Zap Ice Wizard Bandit Electro Wizard
Bats Electro Wizard Zap Ice Wizard
Zap P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Ice Wizard
Ice Wizard Bandit Electro Wizard
Bats Ice Wizard Electro Wizard Zap The Log Bandit
Bats Zap Ice Wizard Electro Wizard
P.E.K.K.A Bats Zap The Log Ice Wizard Bandit Electro Wizard
Bats Zap P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A The Log Bandit Electro Wizard
Bats P.E.K.K.A Electro Wizard
Bats Zap The Log Ice Wizard Bandit Electro Wizard
Zap The Log Bats Ice Wizard Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bats 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 P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap The Log
P.E.K.K.A Bandit Bats Zap The Log Electro Wizard
P.E.K.K.A Bats Zap The Log Bandit Electro Wizard
P.E.K.K.A Bandit
Bats Zap Ice Wizard Electro Wizard
P.E.K.K.A Bats Ice Wizard Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats The Log Bandit
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Bandit
Electro Wizard Bats Zap P.E.K.K.A The Log
Bats Zap P.E.K.K.A The Log Ice Wizard 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.)

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

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