My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Firecracker Ice Wizard Inferno Dragon

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.

Firecracker P.E.K.K.A Ice Wizard Bandit Inferno Dragon Goblinstein

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.

Arrows

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.

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.

Firecracker Bandit

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
Bandit Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Firecracker Bandit Inferno Dragon
Barbarian Barrel
Firecracker Ice Wizard Bandit
The Log
Firecracker Bandit
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker P.E.K.K.A Ice Wizard Bandit Inferno Dragon
Fireball
Firecracker Ice Wizard Bandit Inferno Dragon
Poison
Firecracker Ice Wizard
Lightning
Ice Wizard Bandit Inferno Dragon Goblinstein
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows P.E.K.K.A Ice Wizard Inferno Dragon

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

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.

Berserker Arrows Firecracker Ice Wizard Bandit Inferno Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

11 Berserker Arrows Firecracker Ice Wizard

Attack Synergies 1 6

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.

Berserker
Arrows
P.E.K.K.A Bandit
Firecracker
P.E.K.K.A Bandit Inferno Dragon
P.E.K.K.A
Arrows Firecracker Ice Wizard
Ice Wizard
P.E.K.K.A Bandit
Bandit
Arrows Firecracker Ice Wizard
Inferno Dragon
Firecracker
Goblinstein

Defense Synergies 0 9

Berserker
Arrows
P.E.K.K.A Ice Wizard Bandit
Firecracker
P.E.K.K.A Ice Wizard Bandit
P.E.K.K.A
Arrows Firecracker Ice Wizard
Ice Wizard
Arrows Firecracker P.E.K.K.A Bandit Inferno Dragon
Bandit
Arrows Firecracker Ice Wizard
Inferno Dragon
Ice Wizard
Goblinstein

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.

Firecracker
P.E.K.K.A Inferno Dragon Firecracker Ice Wizard Bandit
P.E.K.K.A Ice Wizard Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon Firecracker Ice Wizard Bandit
Arrows Firecracker P.E.K.K.A
Arrows Firecracker Ice Wizard Bandit
Inferno Dragon Arrows Firecracker Ice Wizard
Arrows P.E.K.K.A Bandit
P.E.K.K.A Inferno Dragon Ice Wizard
Firecracker Ice Wizard Bandit
Ice Wizard Arrows Firecracker Bandit
Arrows Inferno Dragon Firecracker Ice Wizard
P.E.K.K.A Ice Wizard Bandit
Arrows Firecracker P.E.K.K.A
P.E.K.K.A Inferno Dragon Bandit
P.E.K.K.A Bandit Inferno Dragon
Arrows Firecracker P.E.K.K.A
Arrows Firecracker Ice Wizard Bandit
Arrows Firecracker Ice Wizard Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon
Arrows Firecracker P.E.K.K.A Bandit
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

P.E.K.K.A Bandit
Bandit Arrows Firecracker Inferno Dragon
P.E.K.K.A Bandit
P.E.K.K.A Bandit
P.E.K.K.A Bandit Inferno Dragon
Arrows Firecracker Ice Wizard
P.E.K.K.A Ice Wizard Bandit
P.E.K.K.A Inferno Dragon
P.E.K.K.A Firecracker Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Arrows
P.E.K.K.A Bandit
Firecracker
Firecracker P.E.K.K.A Inferno Dragon
Arrows Firecracker P.E.K.K.A Ice Wizard Inferno Dragon
Arrows Ice 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 Firecracker Bandit
Arrows Firecracker Ice Wizard Bandit
Arrows Bandit
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Firecracker Bandit
Firecracker Arrows Bandit
Arrows Firecracker
Firecracker Bandit
Arrows Firecracker Bandit
Arrows Firecracker
Arrows Firecracker Bandit
Arrows Firecracker Bandit
Arrows
Arrows Firecracker Bandit
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Ice Wizard
Inferno Dragon
Arrows Firecracker Ice Wizard Bandit
Arrows Bandit
Arrows Firecracker Bandit
Arrows Firecracker Ice Wizard
Firecracker
Arrows Bandit
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Bandit
Arrows Firecracker Ice Wizard
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker Bandit
P.E.K.K.A Inferno Dragon
Firecracker

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: