My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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.

Baby Dragon 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 Baby Dragon 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 Rage

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.

Missing

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon 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 Rage Baby Dragon P.E.K.K.A Royal Ghost

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Royal Ghost Bandit Battle Ram Baby Dragon Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Royal Ghost Bandit

Attack Synergies 3 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
P.E.K.K.A Battle Ram Bandit
Battle Ram
Bandit Arrows Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
Rage
Electro Wizard
Baby Dragon
Battle Ram P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Battle Ram Baby Dragon
Royal Ghost
Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Arrows Baby Dragon Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Rage Baby Dragon Royal Ghost Bandit

Defense Synergies 0 7

Arrows
P.E.K.K.A Bandit
Battle Ram
Rage
Baby Dragon
P.E.K.K.A Bandit
P.E.K.K.A
Arrows Baby Dragon Electro Wizard
Royal Ghost
Electro Wizard
Bandit
Arrows Baby Dragon Electro Wizard
Electro Wizard
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.

Baby Dragon Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Arrows P.E.K.K.A
Arrows Baby Dragon Royal Ghost Bandit Electro Wizard
Electro Wizard Arrows Baby Dragon
Arrows Baby Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Royal Ghost Bandit Electro Wizard
Electro Wizard Arrows Baby Dragon Royal Ghost Bandit
Arrows Baby Dragon Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Arrows Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Arrows P.E.K.K.A Electro Wizard
Arrows Baby Dragon Royal Ghost Bandit Electro Wizard
Arrows Baby Dragon Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Arrows Baby Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Arrows Baby Dragon Royal Ghost
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit
Arrows Baby Dragon Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Baby Dragon Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Bandit
Baby Dragon
Electro Wizard Baby Dragon P.E.K.K.A
Arrows Baby Dragon P.E.K.K.A Royal Ghost Electro Wizard
Arrows 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 Baby Dragon Royal Ghost Bandit
Arrows Baby Dragon Royal Ghost Bandit Electro Wizard
Arrows Baby Dragon Bandit
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Bandit
Electro Wizard
Arrows Bandit Electro Wizard
Arrows Baby Dragon
Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon
Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows
Arrows Baby Dragon Bandit Electro Wizard
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Royal Ghost Bandit Electro Wizard
Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon Electro Wizard
Electro Wizard
Arrows Bandit
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Bandit
Arrows Baby Dragon Electro Wizard
Arrows
Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows
P.E.K.K.A
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Royal Ghost Bandit Electro Wizard
P.E.K.K.A

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