My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Zap 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.

Electro Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit 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.

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.

Electro Spirit Zap 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.

9 Electro Spirit Zap Royal Ghost Bandit

Attack Synergies 6 15

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.

Electro Spirit
Zap Fireball Battle Ram P.E.K.K.A Bandit
Zap
Fireball Battle Ram P.E.K.K.A Electro Wizard Electro Spirit Royal Ghost Bandit
Fireball
Zap Electro Spirit Battle Ram Electro Wizard
Battle Ram
Zap Bandit Electro Spirit Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Electro Spirit Battle Ram
Royal Ghost
Zap Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Electro Spirit Zap Royal Ghost Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Royal Ghost Bandit

Defense Synergies 2 10

Electro Spirit
Zap Electro Wizard
Zap
Fireball Electro Wizard Electro Spirit P.E.K.K.A Royal Ghost Bandit
Fireball
Zap Bandit Electro Wizard
Battle Ram
P.E.K.K.A
Zap Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Fireball Electro Wizard
Electro Wizard
Zap Electro Spirit 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.

Zap Fireball Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A
Fireball Electro Spirit Zap Royal Ghost Bandit Electro Wizard
Electro Wizard Electro Spirit Zap Fireball
Electro Spirit Zap Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Royal Ghost Bandit Electro Wizard
Electro Wizard Electro Spirit Zap Fireball Royal Ghost Bandit
Zap Fireball Electro Wizard
P.E.K.K.A Zap Fireball Bandit Electro Wizard
Fireball Electro Spirit Zap P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap Fireball P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball Electro Spirit Zap Royal Ghost Bandit Electro Wizard
Zap Electro Spirit Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Electro Spirit 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.

Zap Fireball P.E.K.K.A Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Royal Ghost
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Fireball Bandit Electro Wizard
P.E.K.K.A Bandit
Fireball Electro Spirit Zap Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Electro Spirit Fireball Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Electro Spirit Zap Fireball P.E.K.K.A
Electro Spirit Zap Fireball P.E.K.K.A Royal Ghost Electro Wizard
Electro Spirit Zap 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 Royal Ghost Bandit
Fireball Zap Royal Ghost Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball Zap
Fireball Electro Spirit Zap
Fireball Zap
Fireball Zap Bandit
Fireball Electro Wizard
Zap Fireball Bandit Electro Wizard
Fireball Zap
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Bandit
Fireball Bandit
Fireball
Zap Fireball Bandit Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Electro Spirit Fireball
Fireball Zap Royal Ghost Bandit Electro Wizard
Fireball Zap Bandit
Fireball Zap Bandit
Zap Fireball Electro Wizard
Zap Electro Wizard Electro Spirit Fireball
Fireball
Zap Fireball Bandit
Zap Electro Spirit Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Electro Spirit Fireball Bandit
Fireball Zap Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Electro Spirit Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A
Fireball

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