My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Electro Dragon

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 Flying Machine Electro Dragon P.E.K.K.A Bandit

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

Punishments

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

Battle Ram 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 Flying Machine 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.

Electro Dragon Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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 Guards P.E.K.K.A

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 Arrows Guards Bandit Battle Ram Flying Machine Electro Dragon P.E.K.K.A

Shortest cycle

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

9 Mirror Arrows Guards Bandit

Attack Synergies 3 10

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
Mirror P.E.K.K.A Battle Ram Bandit
Battle Ram
Bandit Arrows Flying Machine Mirror P.E.K.K.A
Flying Machine
Battle Ram Mirror Electro Dragon P.E.K.K.A
Mirror
Arrows Battle Ram Flying Machine
Guards
Bandit
Electro Dragon
Flying Machine P.E.K.K.A
P.E.K.K.A
Arrows Battle Ram Flying Machine Electro Dragon
Bandit
Battle Ram Arrows Guards

Defense Synergies 1 9

Arrows
Mirror P.E.K.K.A Bandit
Battle Ram
Flying Machine
Mirror Guards Electro Dragon P.E.K.K.A Bandit
Mirror
Arrows Flying Machine Electro Dragon
Guards
Flying Machine Electro Dragon
Electro Dragon
Flying Machine Mirror Guards
P.E.K.K.A
Arrows Flying Machine
Bandit
Arrows Flying Machine

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.

Flying Machine Electro Dragon
P.E.K.K.A Flying Machine Electro Dragon Bandit
P.E.K.K.A Electro Dragon Bandit
P.E.K.K.A Guards Electro Dragon Bandit
Arrows P.E.K.K.A
Arrows Flying Machine Guards Electro Dragon Bandit
Arrows Flying Machine Electro Dragon
Arrows Flying Machine Electro Dragon P.E.K.K.A Bandit
P.E.K.K.A
Guards Bandit
Guards Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Electro Dragon
P.E.K.K.A Flying Machine Guards Electro Dragon Bandit
Arrows Guards Electro Dragon P.E.K.K.A
P.E.K.K.A Bandit
P.E.K.K.A Bandit
Arrows Electro Dragon P.E.K.K.A
Arrows Flying Machine Guards Electro Dragon Bandit
Arrows Flying Machine Guards Electro Dragon Bandit
P.E.K.K.A
Arrows Flying Machine Guards Electro Dragon P.E.K.K.A Bandit

Counters to secondary win conditions

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

Guards P.E.K.K.A Bandit
Bandit Arrows Flying Machine Electro Dragon
Guards P.E.K.K.A Bandit Electro Dragon
Guards P.E.K.K.A Bandit
P.E.K.K.A Guards Bandit
Arrows Flying Machine Electro Dragon
Guards P.E.K.K.A Flying Machine Bandit
P.E.K.K.A
Electro Dragon P.E.K.K.A Flying Machine Bandit
P.E.K.K.A Guards
P.E.K.K.A Flying Machine Guards Electro Dragon
P.E.K.K.A Arrows Guards
P.E.K.K.A Guards Bandit
Flying Machine Electro Dragon
Guards Electro Dragon Flying Machine P.E.K.K.A
Arrows Flying Machine Electro Dragon P.E.K.K.A
Arrows

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 Flying Machine Guards Electro Dragon Bandit
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Guards
Arrows
Arrows Flying Machine Electro Dragon
Arrows Flying Machine
Arrows Flying Machine Electro Dragon
Arrows Flying Machine Electro Dragon Bandit
Guards Electro Dragon
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Electro Dragon
Flying Machine Bandit
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Electro Dragon Bandit
Arrows
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Electro Dragon
Arrows
Arrows Flying Machine Electro Dragon
Arrows Electro Dragon
Arrows Flying Machine Electro Dragon Bandit
Arrows Flying Machine Electro Dragon Bandit
Arrows Bandit
Arrows Flying Machine Electro Dragon
Electro Dragon Flying Machine Guards
Arrows Electro Dragon Bandit
Arrows Electro Dragon
P.E.K.K.A
Arrows
Flying Machine Guards Electro Dragon Bandit
Arrows Flying Machine Electro Dragon
Arrows
Flying Machine Electro Dragon
Arrows Flying Machine Electro Dragon
Arrows
Flying Machine Electro Dragon P.E.K.K.A
Electro Dragon Flying Machine Guards
Flying Machine Electro Dragon
Electro Dragon Flying Machine Bandit
P.E.K.K.A
Electro Dragon

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