My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Battle Ram P.E.K.K.A Royal Ghost 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.

Arrows Fireball

Punishments

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

Battle Ram Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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 Royal Ghost 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Royal Ghost

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.

Arrows Battle Ram P.E.K.K.A Royal Ghost

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.

Fireball

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.

Minions Fireball 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.

Arrows Minions Royal Ghost Bandit Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Minions Royal Ghost Bandit

Attack Synergies 4 13

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.

Arrows
Fireball P.E.K.K.A Battle Ram Bandit
Minions
Battle Ram P.E.K.K.A Bandit
Fireball
Arrows Battle Ram Electro Wizard
Battle Ram
Bandit Arrows Minions Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Minions Battle Ram
Royal Ghost
Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Arrows Minions Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Battle Ram Royal Ghost Bandit

Defense Synergies 0 11

Arrows
Fireball P.E.K.K.A Bandit
Minions
P.E.K.K.A Bandit Electro Wizard
Fireball
Arrows Bandit Electro Wizard
Battle Ram
P.E.K.K.A
Arrows Minions Electro Wizard
Royal Ghost
Electro Wizard
Bandit
Arrows Minions Fireball Electro Wizard
Electro Wizard
Minions Fireball P.E.K.K.A Royal Ghost 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.

Minions Fireball Electro Wizard
P.E.K.K.A Minions Bandit Electro Wizard
P.E.K.K.A Minions Bandit Electro Wizard
P.E.K.K.A Minions Bandit Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Minions Royal Ghost Bandit Electro Wizard
Minions Electro Wizard Arrows Fireball
Arrows Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Minions
Royal Ghost Bandit Electro Wizard
Minions Electro Wizard Arrows Fireball Royal Ghost Bandit
Arrows Minions Fireball Electro Wizard
P.E.K.K.A Minions Fireball Bandit Electro Wizard
Fireball Arrows Minions P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A Bandit Electro Wizard
Arrows Minions Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Minions Royal Ghost Bandit Electro Wizard
Arrows Minions Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Arrows Minions Fireball 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.

Fireball P.E.K.K.A Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Arrows Royal Ghost
P.E.K.K.A Bandit Minions Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Bandit
Arrows Fireball Minions Electro Wizard
P.E.K.K.A Minions Fireball Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Minions Fireball Bandit
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Minions Fireball P.E.K.K.A
Arrows Minions Fireball P.E.K.K.A Royal Ghost Electro Wizard
Arrows Fireball 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.)

Fireball Arrows Royal Ghost Bandit
Arrows Fireball Royal Ghost Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows
Arrows Fireball Minions
Arrows
Arrows Fireball
Arrows Fireball Bandit
Minions Fireball Electro Wizard
Arrows Fireball Bandit Electro Wizard
Fireball Arrows
Fireball Bandit
Arrows Minions Fireball Bandit
Arrows Fireball
Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Minions
Arrows Fireball Bandit Electro Wizard
Arrows Fireball
Minions Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Royal Ghost Bandit Electro Wizard
Fireball Arrows Bandit
Fireball Arrows Bandit
Arrows Fireball Electro Wizard
Electro Wizard Minions Fireball
Fireball
Arrows Fireball Bandit
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball
Electro Wizard Minions Fireball Bandit
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Minions Fireball Electro Wizard
Fireball Electro Wizard
Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A
Fireball

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