My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Hunter

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.

Hunter Prince P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball

Punishments

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

Mini P.E.K.K.A Prince 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.

Mini P.E.K.K.A Prince 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.

Mini P.E.K.K.A 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
Guards Prince Bandit
Giant Snowball
Guards
Zap
Guards Prince Bandit
Barbarian Barrel
Guards Hunter Bandit
The Log
Mini P.E.K.K.A Guards Hunter Prince Bandit
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Guards Hunter Prince P.E.K.K.A Bandit
Fireball
Hunter Bandit
Poison
Guards Hunter
Lightning
Mini P.E.K.K.A Hunter Prince Bandit
Rocket
Hunter Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter

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.

Mini P.E.K.K.A Guards Prince P.E.K.K.A

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

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.

Berserker Guards Bandit Fireball Mini P.E.K.K.A Hunter Prince P.E.K.K.A

Shortest cycle

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

12 Berserker Guards Bandit Fireball

Attack Synergies 0 5

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.

Berserker
Fireball
Mini P.E.K.K.A
Hunter
Guards
Bandit
Hunter
Mini P.E.K.K.A Prince P.E.K.K.A Bandit
Prince
Hunter
P.E.K.K.A
Hunter
Bandit
Guards Hunter

Defense Synergies 1 8

Berserker
Fireball
Mini P.E.K.K.A Bandit
Mini P.E.K.K.A
Fireball Guards Hunter
Guards
Hunter Mini P.E.K.K.A Prince
Hunter
Guards Mini P.E.K.K.A Prince P.E.K.K.A Bandit
Prince
Guards Hunter
P.E.K.K.A
Hunter
Bandit
Fireball Hunter

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
Mini P.E.K.K.A Hunter P.E.K.K.A Prince Bandit
Mini P.E.K.K.A Hunter Prince P.E.K.K.A Bandit
Mini P.E.K.K.A Hunter Prince P.E.K.K.A Guards Bandit
Fireball Mini P.E.K.K.A Prince P.E.K.K.A
Fireball Guards Hunter Bandit
Hunter Fireball
Fireball P.E.K.K.A Bandit
Mini P.E.K.K.A Hunter P.E.K.K.A Prince
Guards Mini P.E.K.K.A Hunter Prince Bandit
Guards Fireball Hunter Bandit
Hunter Fireball
Mini P.E.K.K.A Hunter Prince P.E.K.K.A Fireball Guards Bandit
Fireball Mini P.E.K.K.A Guards Hunter Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Hunter Prince Bandit
Fireball Mini P.E.K.K.A Hunter Prince P.E.K.K.A Bandit
Fireball Mini P.E.K.K.A Hunter Prince P.E.K.K.A
Fireball Guards Hunter Prince Bandit
Hunter Fireball Guards Bandit
Mini P.E.K.K.A P.E.K.K.A Hunter Prince
Fireball Mini P.E.K.K.A Guards Hunter Prince P.E.K.K.A Bandit
P.E.K.K.A Mini P.E.K.K.A Hunter

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Fireball Prince P.E.K.K.A Bandit
Fireball Bandit Mini P.E.K.K.A Hunter Prince
Guards P.E.K.K.A Bandit Mini P.E.K.K.A Hunter Prince
Mini P.E.K.K.A Guards Hunter Prince P.E.K.K.A Fireball Bandit
P.E.K.K.A Mini P.E.K.K.A Guards Hunter Prince Bandit
Fireball Hunter
Mini P.E.K.K.A Guards Prince P.E.K.K.A Fireball Hunter Bandit
Mini P.E.K.K.A P.E.K.K.A Hunter Prince
P.E.K.K.A Fireball Mini P.E.K.K.A Prince Bandit
P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Guards Hunter Prince
P.E.K.K.A Fireball Guards Prince
Mini P.E.K.K.A Prince P.E.K.K.A Fireball Guards Hunter Bandit
Fireball
Guards Fireball Mini P.E.K.K.A Hunter Prince P.E.K.K.A
Fireball Mini P.E.K.K.A Hunter P.E.K.K.A
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 Guards Bandit
Fireball Bandit
Fireball Bandit
Fireball Guards Prince
Fireball
Fireball Hunter
Fireball Hunter
Fireball Bandit
Fireball Mini P.E.K.K.A Guards Prince
Fireball Prince Bandit
Fireball
Fireball Hunter Bandit
Fireball Bandit
Fireball Prince
Fireball Hunter Bandit
Fireball Bandit
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Hunter Prince Bandit
Fireball
Fireball Prince
Fireball
Prince
Fireball
Fireball Hunter
Fireball Hunter Bandit
Fireball Prince Bandit
Fireball Bandit
Fireball Hunter
Fireball Guards
Fireball Mini P.E.K.K.A
Fireball Hunter Bandit
Fireball
P.E.K.K.A Prince
Fireball
Fireball Guards Prince Bandit
Fireball Hunter
Fireball
Fireball Mini P.E.K.K.A Hunter Prince
Fireball
Fireball
Prince P.E.K.K.A
Fireball Guards
Fireball
Fireball Prince Bandit
Prince P.E.K.K.A
Fireball

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