My Best Clash Royale Deck

Deck Check Rating

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

5 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!
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.

Firecracker Wizard Phoenix

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.

Firecracker Battle Ram Wizard P.E.K.K.A Royal Ghost Bandit Phoenix

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 Royal Ghost 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 P.E.K.K.A Royal Ghost Bandit Phoenix

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

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 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

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.

Arrows Firecracker Royal Ghost Bandit Battle Ram Phoenix Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Firecracker Royal Ghost Bandit

Attack Synergies 2 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
P.E.K.K.A Battle Ram Bandit Phoenix
Firecracker
Battle Ram P.E.K.K.A Bandit
Battle Ram
Bandit Arrows Firecracker P.E.K.K.A Royal Ghost
Wizard
P.E.K.K.A Royal Ghost Bandit
P.E.K.K.A
Arrows Firecracker Battle Ram Wizard
Royal Ghost
Battle Ram Wizard Bandit
Bandit
Battle Ram Arrows Firecracker Wizard Royal Ghost
Phoenix
Arrows

Defense Synergies 0 8

Arrows
P.E.K.K.A Bandit Phoenix
Firecracker
P.E.K.K.A Bandit
Battle Ram
Wizard
P.E.K.K.A Royal Ghost Bandit
P.E.K.K.A
Arrows Firecracker Wizard
Royal Ghost
Wizard
Bandit
Arrows Firecracker Wizard
Phoenix
Arrows

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.

Firecracker Wizard
P.E.K.K.A Firecracker Bandit Phoenix
P.E.K.K.A Bandit
P.E.K.K.A Firecracker Bandit Phoenix
Arrows Firecracker P.E.K.K.A
Arrows Firecracker Royal Ghost Bandit
Arrows Firecracker Wizard Phoenix
Arrows P.E.K.K.A Bandit Phoenix
P.E.K.K.A Phoenix
Firecracker Royal Ghost Bandit Phoenix
Arrows Firecracker Wizard Royal Ghost Bandit
Arrows Firecracker Wizard Phoenix
P.E.K.K.A Wizard Bandit
Wizard Arrows Firecracker P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit Phoenix
P.E.K.K.A Bandit
Wizard Arrows Firecracker P.E.K.K.A
Arrows Firecracker Wizard Royal Ghost Bandit
Arrows Wizard Firecracker Royal Ghost Bandit
P.E.K.K.A Phoenix
Wizard Royal Ghost Arrows 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.

P.E.K.K.A Royal Ghost Bandit
Bandit Arrows Firecracker Wizard Royal Ghost Phoenix
P.E.K.K.A Bandit
P.E.K.K.A Bandit Phoenix
P.E.K.K.A Bandit Phoenix
Arrows Firecracker Wizard
P.E.K.K.A Bandit Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Firecracker Bandit Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Arrows Phoenix
P.E.K.K.A Wizard Bandit
Wizard Firecracker
Phoenix Firecracker P.E.K.K.A
Arrows Firecracker Wizard P.E.K.K.A Royal Ghost Phoenix
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 Firecracker Royal Ghost Bandit
Arrows Firecracker Royal Ghost Bandit
Arrows Bandit
Arrows Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard Bandit
Firecracker Arrows Wizard Bandit
Arrows Firecracker Wizard
Firecracker Bandit
Arrows Firecracker Bandit
Arrows Firecracker
Arrows Firecracker Wizard Bandit
Arrows Firecracker Wizard Bandit
Arrows
Arrows Firecracker Wizard Bandit
Arrows Firecracker Wizard
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard Royal Ghost Bandit
Arrows Wizard Bandit
Arrows Firecracker Bandit
Arrows Firecracker Wizard
Firecracker Wizard
Arrows Wizard Bandit
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Bandit
Arrows Firecracker Wizard
Arrows
Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker Royal Ghost Bandit
P.E.K.K.A
Firecracker Wizard

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