My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Rascals

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 Archers 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.

Bomber Bats Archers Knight 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

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.

Missing

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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 Knight 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Zap Archers Knight Bandit Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Bomber Bats Zap Archers

Attack Synergies 5 15

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.

Bomber
Bats Zap Knight P.E.K.K.A Bandit
Bats
Knight Bomber Zap P.E.K.K.A Bandit
Zap
P.E.K.K.A Electro Wizard Bomber Bats Archers Knight Bandit
Archers
Knight Zap P.E.K.K.A Bandit
Knight
Bats Archers Bomber Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bomber Bats Archers
Bandit
Bomber Bats Zap Archers Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Bandit

Defense Synergies 5 18

Bomber
Knight Bats Zap P.E.K.K.A Bandit Electro Wizard
Bats
Knight Bomber Zap P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Bomber Bats Archers Knight P.E.K.K.A Bandit
Archers
Knight Zap P.E.K.K.A Bandit Electro Wizard
Knight
Bomber Bats Archers Electro Wizard Zap
P.E.K.K.A
Bomber Bats Zap Archers Electro Wizard
Bandit
Bomber Bats Zap Archers Electro Wizard
Electro Wizard
Zap Knight Bomber Bats Archers P.E.K.K.A 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.

Bomber Zap Knight Electro Wizard
P.E.K.K.A Bomber Bats Zap Knight Bandit Electro Wizard
P.E.K.K.A Bomber Bats Archers Knight Bandit Electro Wizard
P.E.K.K.A Bomber Bats Knight Bandit Electro Wizard
Bomber P.E.K.K.A
Bomber Bats Zap Archers Bandit Electro Wizard
Bats Electro Wizard Zap Archers
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Knight Bomber Archers Bandit Electro Wizard
Bats Archers Electro Wizard Bomber Zap Knight Bandit
Bats Zap Archers Electro Wizard
P.E.K.K.A Bomber Bats Zap Knight Bandit Electro Wizard
Bomber Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Bomber Bats Knight P.E.K.K.A Electro Wizard
Bomber Bats Zap Archers Knight Bandit Electro Wizard
Zap Bomber Bats Archers Knight Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Bats Archers Knight P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Bomber Zap Archers Knight
P.E.K.K.A Bandit Bats Zap Knight Electro Wizard
P.E.K.K.A Bats Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit
Bats Zap Archers Electro Wizard
P.E.K.K.A Bats Archers Knight Bandit Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Bats Knight Bandit
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Bandit
Bomber Archers
Electro Wizard Bomber Bats Zap Archers Knight P.E.K.K.A
Bats Bomber Zap Archers 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.)

Knight Bandit
Zap Bandit Electro Wizard
Bandit
Knight
Bomber Zap
Bats Zap
Bomber Archers
Zap
Zap Bandit
Bats Electro Wizard
Zap Knight Bandit Electro Wizard
Zap Archers
Knight Bandit
Bandit
Zap
Bomber Zap Bandit
Bandit
Bomber Bats
Bomber Zap Archers Bandit Electro Wizard
Bomber Zap
Zap
Zap Bomber
Zap Bandit Electro Wizard
Zap Bandit
Zap Bandit
Bats Zap Archers Electro Wizard
Zap Electro Wizard Bats
Bomber Zap Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Archers Bandit
Zap Archers Electro Wizard
Knight Electro Wizard
Bomber Zap
Zap
P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Bandit Electro Wizard

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