My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Wizard Balloon 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.

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

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

Balloon

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.

Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Arrows Skeleton Army 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.

Skeleton Army

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 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 Arrows Skeleton Army Electro Wizard Wizard Balloon P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 8 5

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
Balloon Zap P.E.K.K.A
Zap
Arrows Balloon P.E.K.K.A Electro Wizard Bats
Arrows
Zap Balloon P.E.K.K.A
Wizard
Balloon P.E.K.K.A
Skeleton Army
Balloon
Bats Zap Arrows Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Bats Wizard
Electro Wizard
Zap P.E.K.K.A Balloon

Defense Synergies 1 12

Bats
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Arrows Skeleton Army P.E.K.K.A
Arrows
Zap P.E.K.K.A
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard
Balloon
P.E.K.K.A
Bats Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Bats Wizard Skeleton Army 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
Skeleton Army P.E.K.K.A Bats Zap Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bats Zap Electro Wizard
Bats Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army
Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Zap Arrows Wizard
Arrows Bats Zap Wizard Electro Wizard
Skeleton Army P.E.K.K.A Bats Zap Wizard Electro Wizard
Wizard Skeleton Army Bats Zap Arrows P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Zap P.E.K.K.A Electro Wizard
Wizard Bats Arrows Skeleton Army P.E.K.K.A Electro Wizard
Arrows Bats Zap Wizard Skeleton Army Electro Wizard
Zap Arrows Wizard Bats Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army Bats Arrows 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.

Skeleton Army Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Wizard
Skeleton Army P.E.K.K.A Bats Zap Electro Wizard
Skeleton Army P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Skeleton Army
Arrows Wizard Bats Zap Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Electro Wizard Bats Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Zap Arrows Electro Wizard
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Bats Zap P.E.K.K.A
Bats Arrows Zap Wizard 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Bats Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Bats
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Bats Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Bats Skeleton Army
Zap Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

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