My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard 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.

Bats Battle Ram Wizard P.E.K.K.A Bandit Electro Wizard Golden Knight

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.

Tornado

Punishments

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

Battle Ram Bandit Golden Knight

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 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 Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado

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.

Bats Battle Ram Tornado 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 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.

Bats Tornado Bandit Battle Ram Electro Wizard Golden Knight Wizard P.E.K.K.A

Shortest cycle

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

12 Bats Tornado Bandit Battle Ram

Attack Synergies 4 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.

Bats
Battle Ram P.E.K.K.A Bandit
Battle Ram
Bandit Bats Tornado P.E.K.K.A Electro Wizard Golden Knight
Wizard
Tornado P.E.K.K.A Bandit
Tornado
Wizard P.E.K.K.A Battle Ram
P.E.K.K.A
Tornado Electro Wizard Bats Battle Ram Wizard
Bandit
Battle Ram Bats Wizard Electro Wizard Golden Knight
Electro Wizard
P.E.K.K.A Battle Ram Bandit
Golden Knight
Battle Ram Bandit

Defense Synergies 2 11

Bats
P.E.K.K.A Bandit Electro Wizard Golden Knight
Battle Ram
Wizard
Tornado P.E.K.K.A Bandit Electro Wizard Golden Knight
Tornado
Wizard P.E.K.K.A Electro Wizard
P.E.K.K.A
Tornado Bats Wizard Electro Wizard
Bandit
Bats Wizard Electro Wizard
Electro Wizard
Bats Wizard Tornado P.E.K.K.A Bandit
Golden Knight
Bats 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.

Wizard Electro Wizard Golden Knight
P.E.K.K.A Bats Bandit Electro Wizard
Tornado P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
Tornado P.E.K.K.A
Tornado Bats Bandit Electro Wizard
Bats Tornado Electro Wizard Wizard
P.E.K.K.A Bandit Electro Wizard Golden Knight
P.E.K.K.A Tornado
Tornado Bandit Electro Wizard
Bats Electro Wizard Wizard Tornado Bandit
Bats Wizard Tornado Electro Wizard
P.E.K.K.A Bats Wizard Bandit Electro Wizard
Wizard Bats Tornado P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Wizard Bats Tornado P.E.K.K.A Electro Wizard
Bats Wizard Tornado Bandit Electro Wizard Golden Knight
Wizard Tornado Bats Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Bats 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.

P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Wizard
P.E.K.K.A Bandit Bats Electro Wizard Golden Knight
P.E.K.K.A Bats Tornado Bandit Electro Wizard
P.E.K.K.A Bandit
Wizard Bats Tornado Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Tornado Bandit
P.E.K.K.A
P.E.K.K.A Bats Golden Knight
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Wizard Bandit Golden Knight
Wizard
Electro Wizard Bats Tornado P.E.K.K.A Golden Knight
Bats Wizard P.E.K.K.A Electro Wizard Golden Knight
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 Golden Knight
Tornado Bandit Electro Wizard Golden Knight
Bandit
Wizard
Wizard Bats Tornado
Wizard Tornado
Wizard Tornado
Wizard Tornado Bandit Golden Knight
Bats Tornado Electro Wizard
Wizard Tornado Bandit Electro Wizard Golden Knight
Wizard Tornado
Bandit Golden Knight
Bandit
Wizard Bandit Golden Knight
Wizard Bandit
Tornado
Bats
Wizard Bandit Electro Wizard
Wizard Tornado Golden Knight
Wizard Tornado
Tornado
Tornado Wizard
Wizard Tornado Bandit Electro Wizard Golden Knight
Wizard Tornado Bandit Golden Knight
Tornado Bandit Golden Knight
Bats Wizard Tornado Electro Wizard
Electro Wizard Bats Wizard
Wizard Bandit
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Bats Bandit
Wizard Tornado Electro Wizard
Wizard Electro Wizard
Wizard
Tornado
P.E.K.K.A
Bats Tornado Electro Wizard Golden Knight
Bats Tornado Electro Wizard
Tornado Bandit Electro Wizard Golden Knight
P.E.K.K.A
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: