My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Tesla Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Tesla Battle Ram Wizard Elixir Collector P.E.K.K.A Bandit

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.

Missing

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.

Elixir Collector

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.

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
Battle Ram Bandit
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram Bandit
Barbarian Barrel
Firecracker Tesla Battle Ram Wizard Bandit
The Log
Firecracker Battle Ram Bandit
Earthquake
Firecracker Tesla Elixir Collector
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram Wizard P.E.K.K.A Bandit
Fireball
Firecracker Tesla Battle Ram Wizard Elixir Collector Bandit
Poison
Firecracker Wizard Elixir Collector
Lightning
Tesla Battle Ram Wizard Elixir Collector Bandit
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard

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.

Battle Ram Elixir Collector 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.

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.

Mirror Firecracker Bandit Tesla Battle Ram Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

10 Mirror Firecracker Bandit Tesla

Attack Synergies 1 8

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.

Firecracker
Battle Ram Mirror P.E.K.K.A Bandit
Tesla
Battle Ram
Bandit Firecracker Mirror P.E.K.K.A
Wizard
P.E.K.K.A Bandit
Elixir Collector
Mirror
Firecracker Battle Ram
P.E.K.K.A
Firecracker Battle Ram Wizard
Bandit
Battle Ram Firecracker Wizard

Defense Synergies 1 7

Firecracker
Tesla Mirror P.E.K.K.A Bandit
Tesla
Mirror Firecracker Wizard
Battle Ram
Wizard
Tesla P.E.K.K.A Bandit
Elixir Collector
Mirror
Tesla Firecracker
P.E.K.K.A
Firecracker Wizard
Bandit
Firecracker Wizard

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 Tesla Wizard
P.E.K.K.A Firecracker Tesla Bandit
Tesla P.E.K.K.A Bandit
Tesla P.E.K.K.A Firecracker Bandit
Firecracker P.E.K.K.A
Firecracker Tesla Bandit
Tesla Firecracker Wizard
Tesla P.E.K.K.A Bandit
Tesla P.E.K.K.A
Firecracker Tesla Bandit
Firecracker Tesla Wizard Bandit
Tesla Firecracker Wizard
Tesla P.E.K.K.A Wizard Bandit
Wizard Firecracker Tesla P.E.K.K.A
P.E.K.K.A Tesla Bandit
Tesla P.E.K.K.A Bandit
Tesla Wizard Firecracker P.E.K.K.A
Tesla Firecracker Wizard Bandit
Wizard Firecracker Tesla Bandit
P.E.K.K.A Tesla
Wizard Firecracker Tesla P.E.K.K.A Bandit

Counters to secondary win conditions

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

Tesla P.E.K.K.A Bandit
Bandit Firecracker Tesla Wizard
P.E.K.K.A Bandit
P.E.K.K.A Tesla Bandit
P.E.K.K.A Tesla Bandit
Firecracker Wizard Tesla
P.E.K.K.A Tesla Bandit
P.E.K.K.A Tesla
P.E.K.K.A Firecracker Bandit
P.E.K.K.A Tesla
P.E.K.K.A Tesla
P.E.K.K.A
P.E.K.K.A Tesla Wizard Bandit
Wizard Firecracker Tesla
Tesla Firecracker P.E.K.K.A
Firecracker Tesla Wizard P.E.K.K.A

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.)

Firecracker Bandit
Firecracker Bandit
Bandit
Firecracker
Wizard Firecracker
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Firecracker Wizard
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Firecracker Wizard Bandit
Firecracker Wizard
Wizard
Firecracker Wizard
Firecracker Wizard Bandit
Wizard Bandit
Firecracker Bandit
Firecracker Wizard
Firecracker Wizard
Wizard Bandit
Firecracker
P.E.K.K.A
Firecracker Wizard
Bandit
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker Bandit
P.E.K.K.A
Firecracker Wizard

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