My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro 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.

Battle Ram Wizard P.E.K.K.A Royal Ghost Bandit Electro Wizard

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 Tornado

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

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado 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 Tornado 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 Electro 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 Tornado Royal Ghost Bandit Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Tornado Royal Ghost Bandit

Attack Synergies 5 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
Battle Ram
Bandit Arrows Tornado P.E.K.K.A Royal Ghost Electro Wizard
Wizard
Tornado P.E.K.K.A Royal Ghost Bandit
Tornado
Wizard P.E.K.K.A Battle Ram
P.E.K.K.A
Arrows Tornado Electro Wizard Battle Ram Wizard
Royal Ghost
Battle Ram Wizard Bandit Electro Wizard
Bandit
Battle Ram Arrows Wizard Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Royal Ghost Bandit

Defense Synergies 2 11

Arrows
Tornado P.E.K.K.A Bandit
Battle Ram
Wizard
Tornado P.E.K.K.A Royal Ghost Bandit Electro Wizard
Tornado
Wizard P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Tornado Arrows Wizard Electro Wizard
Royal Ghost
Wizard Electro Wizard
Bandit
Arrows Wizard Electro Wizard
Electro Wizard
Wizard Tornado P.E.K.K.A 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.

Wizard Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Royal Ghost Bandit Electro Wizard
Tornado Electro Wizard Arrows Wizard
Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado
Tornado Royal Ghost Bandit Electro Wizard
Electro Wizard Arrows Wizard Tornado Royal Ghost Bandit
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Wizard Bandit Electro Wizard
Wizard Arrows Tornado P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Wizard Arrows Tornado P.E.K.K.A Electro Wizard
Arrows Wizard Tornado Royal Ghost Bandit Electro Wizard
Arrows Wizard Tornado Royal Ghost Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Royal Ghost Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

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 Electro Wizard
Bandit Electro Wizard Arrows Wizard Royal Ghost
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado Bandit Electro Wizard
P.E.K.K.A Bandit
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Tornado Electro Wizard
P.E.K.K.A Wizard Bandit
Wizard
Electro Wizard Tornado P.E.K.K.A
Arrows Wizard P.E.K.K.A Royal Ghost Electro Wizard
Arrows Electro Wizard

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 Royal Ghost Bandit
Arrows Tornado Royal Ghost Bandit Electro Wizard
Arrows Bandit
Arrows
Wizard Arrows
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado Bandit
Tornado Electro Wizard
Arrows Wizard Tornado Bandit Electro Wizard
Arrows Wizard Tornado
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows Tornado
Arrows Wizard Bandit Electro Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Wizard
Arrows Wizard Tornado Royal Ghost Bandit Electro Wizard
Arrows Wizard Tornado Bandit
Arrows Tornado Bandit
Arrows Wizard Tornado Electro Wizard
Electro Wizard Wizard
Arrows Wizard Bandit
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Bandit
Arrows Wizard Tornado Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Tornado Royal Ghost Bandit Electro Wizard
P.E.K.K.A
Wizard

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