My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Little Prince

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 Wizard P.E.K.K.A Royal Ghost Bandit Little Prince

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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.

Arrows 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 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.

Arrows Royal Ghost Bandit Little Prince Fireball Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Royal Ghost Bandit Little Prince

Attack Synergies 3 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.

Arrows
Fireball P.E.K.K.A Battle Ram Bandit
Fireball
Arrows Battle Ram Little Prince
Battle Ram
Bandit Arrows Fireball P.E.K.K.A Royal Ghost
Wizard
P.E.K.K.A Royal Ghost Bandit
P.E.K.K.A
Arrows Battle Ram Wizard
Royal Ghost
Battle Ram Wizard Bandit Little Prince
Bandit
Battle Ram Arrows Wizard Royal Ghost Little Prince
Little Prince
Fireball Royal Ghost Bandit

Defense Synergies 0 11

Arrows
Fireball P.E.K.K.A Bandit Little Prince
Fireball
Arrows Bandit Little Prince
Battle Ram
Wizard
P.E.K.K.A Royal Ghost Bandit
P.E.K.K.A
Arrows Wizard
Royal Ghost
Wizard Little Prince
Bandit
Arrows Fireball Wizard Little Prince
Little Prince
Arrows Fireball 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.

Fireball Wizard
P.E.K.K.A Bandit
P.E.K.K.A Bandit
P.E.K.K.A Bandit
Arrows Fireball P.E.K.K.A
Arrows Fireball Royal Ghost Bandit
Arrows Fireball Wizard Little Prince
Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A
Royal Ghost Bandit Little Prince
Arrows Fireball Wizard Royal Ghost Bandit
Arrows Fireball Wizard
P.E.K.K.A Fireball Wizard Bandit
Fireball Wizard Arrows P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit
Fireball P.E.K.K.A Bandit
Wizard Arrows Fireball P.E.K.K.A
Arrows Fireball Wizard Royal Ghost Bandit Little Prince
Arrows Wizard Fireball Royal Ghost Bandit Little Prince
P.E.K.K.A
Wizard Royal Ghost Arrows Fireball P.E.K.K.A Bandit Little Prince

Counters to secondary win conditions

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

Fireball P.E.K.K.A Royal Ghost Bandit
Fireball Bandit Arrows Wizard Royal Ghost
P.E.K.K.A Bandit
P.E.K.K.A Fireball Bandit
P.E.K.K.A Bandit
Arrows Fireball Wizard
P.E.K.K.A Fireball Bandit
P.E.K.K.A
P.E.K.K.A Fireball Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Fireball
P.E.K.K.A Fireball Wizard Bandit
Wizard Fireball
Fireball P.E.K.K.A Little Prince
Arrows Fireball Wizard P.E.K.K.A Royal Ghost
Arrows Fireball

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 Arrows Royal Ghost Bandit
Arrows Fireball Royal Ghost Bandit
Arrows Fireball Bandit
Arrows Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard Bandit
Fireball
Arrows Fireball Wizard Bandit
Fireball Arrows Wizard
Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard Bandit
Arrows Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard Little Prince
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Little Prince
Arrows Fireball Wizard Royal Ghost Bandit
Fireball Arrows Wizard Bandit
Fireball Arrows Bandit
Arrows Fireball Wizard Little Prince
Fireball Wizard
Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball Bandit
Fireball Arrows Wizard
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball
Fireball
Fireball Royal Ghost Bandit Little Prince
P.E.K.K.A
Fireball Wizard

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