My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Fire Spirit 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.

Bomber P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Graveyard

Damage spells

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

Zap

Punishments

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

Bandit Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirit 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.

Bandit Electro Wizard Graveyard

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
Bomber Bandit Graveyard
Giant Snowball
Fire Spirit Bomber Graveyard
Zap
Fire Spirit Bomber Bandit Graveyard
Barbarian Barrel
Fire Spirit Bomber Bandit Electro Wizard Graveyard
The Log
Fire Spirit Bomber Bandit Graveyard
Earthquake
Bomber Graveyard
Arrows
Fire Spirit Bomber Graveyard
Royal Delivery
Fire Spirit Bomber P.E.K.K.A Bandit Electro Wizard Graveyard
Fireball
Bomber Bandit Electro Wizard
Poison
Bomber Electro Wizard Graveyard
Lightning
Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap

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.

Fire Spirit 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.

Graveyard

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.

Fire Spirit 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.

Mirror Fire Spirit Bomber Zap Bandit Electro Wizard Graveyard P.E.K.K.A

Shortest cycle

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

5 Mirror Fire Spirit Bomber Zap

Attack Synergies 7 11

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.

Fire Spirit
P.E.K.K.A Zap Bandit
Bomber
Zap P.E.K.K.A Bandit Graveyard
Zap
Mirror P.E.K.K.A Electro Wizard Graveyard Fire Spirit Bomber Bandit
Mirror
Zap Graveyard
P.E.K.K.A
Fire Spirit Zap Electro Wizard Bomber Graveyard
Bandit
Fire Spirit Bomber Zap Electro Wizard Graveyard
Electro Wizard
Zap P.E.K.K.A Graveyard Bandit
Graveyard
Zap Electro Wizard Bomber Mirror P.E.K.K.A Bandit

Defense Synergies 2 12

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Bomber
Zap P.E.K.K.A Bandit Electro Wizard
Zap
Mirror Electro Wizard Fire Spirit Bomber P.E.K.K.A Bandit
Mirror
Zap Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Zap Electro Wizard
Bandit
Bomber Zap Electro Wizard
Electro Wizard
Zap Fire Spirit Bomber Mirror P.E.K.K.A Bandit
Graveyard

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.

Bomber Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Fire Spirit Bomber Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Bomber P.E.K.K.A
Fire Spirit Bomber Zap Bandit Electro Wizard
Electro Wizard Fire Spirit Zap
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Bomber Bandit Electro Wizard
Electro Wizard Bomber Zap Bandit
Zap Electro Wizard
P.E.K.K.A Fire Spirit Bomber Zap Bandit Electro Wizard
Fire Spirit Bomber Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Bomber P.E.K.K.A Electro Wizard
Fire Spirit Bomber Zap Bandit Electro Wizard
Zap Fire Spirit Bomber Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Fire Spirit 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.

Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Bomber Zap
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit
Fire Spirit Zap Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Bandit
Bomber
Electro Wizard Bomber Zap P.E.K.K.A
Bomber Zap P.E.K.K.A Electro Wizard
Bomber Zap 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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Bomber Fire Spirit Zap
Fire Spirit Zap
Fire Spirit Bomber
Fire Spirit Zap
Zap Bandit
Fire Spirit Electro Wizard
Zap Bandit Electro Wizard
Fire Spirit Zap
Fire Spirit Bandit
Bandit
Zap
Bomber Zap Bandit
Bandit
Bomber
Fire Spirit Bomber Zap Bandit Electro Wizard
Fire Spirit Bomber Zap
Zap
Zap Fire Spirit Bomber
Zap Bandit Electro Wizard
Zap Bandit
Zap Bandit
Fire Spirit Zap Electro Wizard
Zap Electro Wizard
Bomber Zap Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Fire Spirit Bandit
Fire Spirit Zap Electro Wizard
Electro Wizard
Bomber Zap
Zap
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Bandit Electro Wizard
P.E.K.K.A

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