My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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 Firecracker Elixir Golem Wizard P.E.K.K.A Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem 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.

Elixir Golem P.E.K.K.A 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.

Firecracker 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 Elixir Golem Bandit
Giant Snowball
Bats
Zap
Bats Firecracker Bandit
Barbarian Barrel
Firecracker Elixir Golem Wizard Bandit
The Log
Firecracker Elixir Golem Bandit
Earthquake
Firecracker Elixir Golem
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Elixir Golem Wizard P.E.K.K.A Bandit
Fireball
Firecracker Elixir Golem Wizard Bandit
Poison
Bats Firecracker Elixir Golem Wizard
Lightning
Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Wizard

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 Elixir Golem P.E.K.K.A

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Firecracker Elixir Golem Bandit Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Firecracker

Attack Synergies 5 15

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 Firecracker Elixir Golem P.E.K.K.A Bandit
Zap
Arrows Firecracker P.E.K.K.A Bats Elixir Golem Bandit
Arrows
Zap P.E.K.K.A Elixir Golem Bandit
Firecracker
Zap Elixir Golem Bats P.E.K.K.A Bandit
Elixir Golem
Firecracker Bats Zap Arrows Wizard Bandit
Wizard
Elixir Golem P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Bats Firecracker Wizard
Bandit
Bats Zap Arrows Firecracker Elixir Golem Wizard

Defense Synergies 0 14

Bats
Zap Firecracker P.E.K.K.A Bandit
Zap
Bats Arrows Firecracker P.E.K.K.A Bandit
Arrows
Zap P.E.K.K.A Bandit
Firecracker
Bats Zap P.E.K.K.A Bandit
Elixir Golem
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Bats Zap Arrows Firecracker Wizard
Bandit
Bats Zap Arrows Firecracker 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 Firecracker Wizard
P.E.K.K.A Bats Zap Firecracker Bandit
P.E.K.K.A Bats Bandit
P.E.K.K.A Bats Firecracker Bandit
Arrows Firecracker P.E.K.K.A
Arrows Bats Zap Firecracker Bandit
Bats Zap Arrows Firecracker Wizard
Zap Arrows P.E.K.K.A Bandit
P.E.K.K.A
Firecracker Bandit
Bats Zap Arrows Firecracker Wizard Bandit
Arrows Bats Zap Firecracker Wizard
P.E.K.K.A Bats Zap Wizard Bandit
Wizard Bats Zap Arrows Firecracker P.E.K.K.A
P.E.K.K.A Bandit
Zap P.E.K.K.A Bandit
Wizard Bats Arrows Firecracker P.E.K.K.A
Arrows Bats Zap Firecracker Wizard Bandit
Zap Arrows Wizard Bats Firecracker Bandit
P.E.K.K.A
Wizard Bats 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.

Zap P.E.K.K.A Bandit
Bandit Zap Arrows Firecracker Wizard
P.E.K.K.A Bandit Bats Zap
P.E.K.K.A Bats Zap Bandit
P.E.K.K.A Bandit
Arrows Firecracker Wizard Bats Zap
P.E.K.K.A Bats Bandit
P.E.K.K.A
Zap P.E.K.K.A Bats Firecracker Bandit
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Arrows
P.E.K.K.A Wizard Bandit
Wizard Firecracker
Bats Zap Firecracker P.E.K.K.A
Bats Arrows Zap Firecracker Wizard P.E.K.K.A
Zap 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 Bandit
Arrows Firecracker Zap Bandit
Arrows Bandit
Arrows Firecracker
Wizard Zap Arrows Firecracker
Arrows Firecracker Wizard Bats Zap
Arrows Firecracker Wizard
Arrows Zap Firecracker Wizard
Arrows Zap Firecracker Wizard Bandit
Bats
Firecracker Zap Arrows Wizard Bandit
Zap Arrows Firecracker Wizard
Firecracker Bandit
Arrows Firecracker Bandit
Zap Arrows Firecracker
Zap Arrows Firecracker Wizard Bandit
Arrows Firecracker Wizard Bandit
Arrows
Bats
Zap Arrows Firecracker Wizard Bandit
Zap Arrows Firecracker Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Firecracker Wizard
Arrows Firecracker Zap Wizard Bandit
Zap Arrows Wizard Bandit
Zap Arrows Firecracker Bandit
Bats Zap Arrows Firecracker Wizard
Zap Bats Firecracker Wizard
Zap Arrows Wizard Bandit
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Zap Bats Bandit
Zap Arrows Firecracker Wizard
Arrows
Firecracker Wizard
Arrows Zap Firecracker Wizard
Zap Arrows
Firecracker P.E.K.K.A
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Bandit
P.E.K.K.A
Firecracker Wizard

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