My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Boss Bandit

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Archers Firecracker 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 Archers Knight Firecracker Wizard P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Missing

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.

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.

Knight 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.

Firecracker 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
Bats Archers Bandit
Giant Snowball
Bats Archers
Zap
Bats Archers Firecracker Bandit
Barbarian Barrel
Archers Knight Firecracker Wizard Bandit
The Log
Archers Firecracker Bandit
Earthquake
Archers Firecracker
Arrows
Bats Archers Firecracker
Royal Delivery
Bats Archers Knight Firecracker Wizard P.E.K.K.A Bandit
Fireball
Archers Firecracker Wizard Bandit
Poison
Bats Archers Firecracker Wizard
Lightning
Knight Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard

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 Arrows Knight 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Arrows Knight Firecracker Bandit Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Archers Arrows Knight

Attack Synergies 4 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.

Bats
Knight Firecracker P.E.K.K.A Bandit
Archers
Knight Arrows P.E.K.K.A Bandit
Arrows
P.E.K.K.A Archers Knight Bandit
Knight
Bats Archers Firecracker Arrows Wizard
Firecracker
Knight Bats P.E.K.K.A Bandit
Wizard
Knight P.E.K.K.A Bandit
P.E.K.K.A
Arrows Bats Archers Firecracker Wizard
Bandit
Bats Archers Arrows Firecracker Wizard

Defense Synergies 3 14

Bats
Knight Firecracker P.E.K.K.A Bandit
Archers
Knight Firecracker P.E.K.K.A Bandit
Arrows
Knight P.E.K.K.A Bandit
Knight
Bats Archers Firecracker Arrows Wizard
Firecracker
Knight Bats Archers P.E.K.K.A Bandit
Wizard
Knight P.E.K.K.A Bandit
P.E.K.K.A
Bats Archers Arrows Firecracker Wizard
Bandit
Bats Archers Arrows Firecracker 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.

Knight Firecracker Wizard
P.E.K.K.A Bats Knight Firecracker Bandit
P.E.K.K.A Bats Archers Knight Bandit
P.E.K.K.A Bats Knight Firecracker Bandit
Arrows Firecracker P.E.K.K.A
Arrows Bats Archers Firecracker Bandit
Bats Archers Arrows Firecracker Wizard
Arrows P.E.K.K.A Bandit
P.E.K.K.A
Knight Archers Firecracker Bandit
Bats Archers Arrows Knight Firecracker Wizard Bandit
Arrows Bats Archers Firecracker Wizard
P.E.K.K.A Bats Knight Wizard Bandit
Wizard Bats Arrows Firecracker P.E.K.K.A
P.E.K.K.A Knight Bandit
P.E.K.K.A Bandit
Wizard Bats Arrows Knight Firecracker P.E.K.K.A
Arrows Bats Archers Knight Firecracker Wizard Bandit
Arrows Wizard Bats Archers Knight Firecracker Bandit
P.E.K.K.A
Wizard Bats Archers Arrows Knight Firecracker P.E.K.K.A Bandit

Counters to secondary win conditions

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

Knight Archers P.E.K.K.A Bandit
Bandit Archers Arrows Knight Firecracker Wizard
P.E.K.K.A Bandit Bats Knight
P.E.K.K.A Bats Knight Bandit
P.E.K.K.A Knight Bandit
Arrows Firecracker Wizard Bats Archers
P.E.K.K.A Bats Archers Knight Bandit
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Firecracker Bandit
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows
P.E.K.K.A Knight Wizard Bandit
Wizard Archers Firecracker
Bats Archers Knight Firecracker P.E.K.K.A
Bats Arrows Archers Firecracker Wizard P.E.K.K.A
Arrows
P.E.K.K.A
P.E.K.K.A

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 Knight Firecracker Bandit
Arrows Firecracker Bandit
Arrows Bandit
Arrows Knight Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard Bats
Archers Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard Bandit
Bats
Firecracker Arrows Knight Wizard Bandit
Archers Arrows Firecracker Wizard
Knight Firecracker Bandit
Arrows Firecracker Bandit
Arrows Firecracker
Arrows Firecracker Wizard Bandit
Arrows Firecracker Wizard Bandit
Arrows
Bats
Archers Arrows Firecracker Wizard Bandit
Arrows Firecracker Wizard
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard Bandit
Arrows Wizard Bandit
Arrows Firecracker Bandit
Bats Archers Arrows Firecracker Wizard
Bats Firecracker Wizard
Arrows Wizard Bandit
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Bats Archers Bandit
Archers Arrows Firecracker Wizard
Arrows
Knight Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Bats Firecracker
Firecracker Bats
Firecracker Bandit
P.E.K.K.A
Firecracker Wizard

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