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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

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

Shortest cycle

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

11 Bats Arrows Royal Ghost Bandit

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

Defense Synergies 0 11

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

Fireball Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A Bats Bandit Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Bats Royal Ghost Bandit Electro Wizard
Bats Electro Wizard Arrows Fireball
Arrows Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Royal Ghost Bandit Electro Wizard
Bats Electro Wizard Arrows Fireball Royal Ghost Bandit
Arrows Bats Fireball Electro Wizard
P.E.K.K.A Bats Fireball Bandit Electro Wizard
Fireball Bats Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A Bandit Electro Wizard
Bats Arrows Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Bats Royal Ghost Bandit Electro Wizard
Arrows Bats Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Bats Arrows Fireball P.E.K.K.A Bandit Electro Wizard

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 Electro Wizard
Fireball Bandit Electro Wizard Arrows Royal Ghost
P.E.K.K.A Bandit Bats Electro Wizard
P.E.K.K.A Bats Fireball Bandit Electro Wizard
P.E.K.K.A Bandit
Arrows Fireball Bats Electro Wizard
P.E.K.K.A Bats Fireball Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Fireball Bandit
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Bats Fireball P.E.K.K.A
Bats Arrows Fireball P.E.K.K.A Royal Ghost Electro Wizard
Arrows Fireball 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.)

Fireball Arrows Royal Ghost Bandit
Arrows Fireball Royal Ghost Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows
Arrows Fireball Bats
Arrows
Arrows Fireball
Arrows Fireball Bandit
Bats Fireball Electro Wizard
Arrows Fireball Bandit Electro Wizard
Fireball Arrows
Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Bats
Arrows Fireball Bandit Electro Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Royal Ghost Bandit Electro Wizard
Fireball Arrows Bandit
Fireball Arrows Bandit
Bats Arrows Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Arrows Fireball Bandit
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball
Electro Wizard Bats Fireball Bandit
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Bats Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A
Fireball

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