My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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

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 Royal Ghost 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.

Zap Void

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.

Void

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Bats Battle Ram P.E.K.K.A Royal Ghost

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Void Royal Ghost Bandit Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Void Royal Ghost

Attack Synergies 4 12

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
Zap Battle Ram P.E.K.K.A Bandit
Zap
Battle Ram Void P.E.K.K.A Bats Royal Ghost Bandit
Battle Ram
Zap Bandit Bats P.E.K.K.A Royal Ghost
Wizard
P.E.K.K.A Royal Ghost Bandit
Void
Zap
P.E.K.K.A
Zap Bats Battle Ram Wizard
Royal Ghost
Zap Battle Ram Wizard Bandit
Bandit
Battle Ram Bats Zap Wizard Royal Ghost

Defense Synergies 0 10

Bats
Zap P.E.K.K.A Bandit
Zap
Bats Void P.E.K.K.A Royal Ghost Bandit
Battle Ram
Wizard
P.E.K.K.A Royal Ghost Bandit
Void
Zap
P.E.K.K.A
Bats Zap Wizard
Royal Ghost
Zap Wizard
Bandit
Bats Zap 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.

Zap Wizard Void
P.E.K.K.A Bats Zap Bandit
P.E.K.K.A Bats Void Bandit
P.E.K.K.A Bats Bandit
P.E.K.K.A
Bats Zap Royal Ghost Bandit
Bats Zap Wizard Void
Zap Void P.E.K.K.A Bandit
P.E.K.K.A
Royal Ghost Bandit
Bats Zap Wizard Royal Ghost Bandit
Bats Zap Wizard
P.E.K.K.A Bats Zap Wizard Bandit
Wizard Bats Zap P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit
Zap P.E.K.K.A Bandit
Wizard Bats P.E.K.K.A
Bats Zap Wizard Royal Ghost Bandit
Zap Wizard Bats Royal Ghost Bandit
P.E.K.K.A
Wizard Royal Ghost Bats P.E.K.K.A Bandit
P.E.K.K.A

Counters to secondary win conditions

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

Zap Void P.E.K.K.A Royal Ghost Bandit
Void Bandit Zap Wizard Royal Ghost
P.E.K.K.A Bandit Bats Zap
P.E.K.K.A Bats Zap Bandit
P.E.K.K.A Bandit
Wizard Bats Zap
P.E.K.K.A Bats Void Bandit
P.E.K.K.A
Zap Void P.E.K.K.A Bats Bandit
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Void
P.E.K.K.A Wizard Bandit
Wizard
Bats Zap P.E.K.K.A
Bats Zap Wizard P.E.K.K.A Royal Ghost
Zap Void

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.)

Void Royal Ghost Bandit
Void Zap Royal Ghost Bandit
Void Bandit
Void
Wizard Zap
Wizard Bats Zap
Wizard
Zap Wizard
Void Zap Wizard Bandit
Bats Void
Void Zap Wizard Bandit
Void Zap Wizard
Void Bandit
Void Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Bats
Void Zap Wizard Bandit
Zap Wizard Void
Void
Wizard Void
Void
Zap Void
Zap Wizard
Void Zap Wizard Royal Ghost Bandit
Void Zap Wizard Bandit
Void Zap Bandit
Bats Zap Wizard Void
Zap Bats Wizard Void
Void
Void Zap Wizard Bandit
Zap Void
P.E.K.K.A
Wizard
Zap Bats Void Bandit
Zap Wizard
Void Wizard
Zap Wizard
Void Zap
P.E.K.K.A
Zap Bats
Bats Zap Void
Void Zap Royal Ghost Bandit
P.E.K.K.A
Wizard Void
Void

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