My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!
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!
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.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Battle Ram Wizard Elixir Collector P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Void

Punishments

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

Mortar Battle Ram Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mortar Battle Ram 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.

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
Bomber Battle Ram Bandit
Giant Snowball
Bomber Battle Ram
Zap
Bomber Mortar Battle Ram Bandit
Barbarian Barrel
Bomber Mortar Battle Ram Wizard Bandit
The Log
Bomber Battle Ram Bandit
Earthquake
Bomber Mortar Elixir Collector
Arrows
Bomber
Royal Delivery
Bomber Battle Ram Wizard P.E.K.K.A Bandit
Fireball
Bomber Mortar Battle Ram Wizard Elixir Collector Bandit
Poison
Bomber Mortar Wizard Elixir Collector
Lightning
Mortar Battle Ram Wizard Elixir Collector Bandit
Rocket
Mortar Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar 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.

Battle Ram Elixir Collector 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Void Bandit Mortar Battle Ram Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

12 Bomber Void Bandit Mortar

Attack Synergies 1 8

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.

Bomber
Mortar Battle Ram P.E.K.K.A Bandit
Mortar
Bomber Bandit
Battle Ram
Bandit Bomber P.E.K.K.A
Wizard
P.E.K.K.A Bandit
Elixir Collector
Void
P.E.K.K.A
Bomber Battle Ram Wizard
Bandit
Battle Ram Bomber Mortar Wizard

Defense Synergies 0 7

Bomber
Mortar P.E.K.K.A Bandit
Mortar
Bomber Wizard Bandit
Battle Ram
Wizard
Mortar P.E.K.K.A Bandit
Elixir Collector
Void
P.E.K.K.A
Bomber Wizard
Bandit
Bomber Mortar 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.

Bomber Mortar Wizard Void
P.E.K.K.A Mortar Bandit
Mortar P.E.K.K.A Bomber Void Bandit
P.E.K.K.A Mortar Bandit
Bomber P.E.K.K.A
Bomber Bandit
Mortar Wizard Void
Void P.E.K.K.A Bandit
P.E.K.K.A Mortar
Bomber Bandit
Bomber Wizard Bandit
Wizard
Mortar P.E.K.K.A Bomber Wizard Bandit
Bomber Wizard Mortar P.E.K.K.A
P.E.K.K.A Mortar Bandit
Mortar P.E.K.K.A Bandit
Wizard Bomber Mortar P.E.K.K.A
Mortar Bomber Wizard Bandit
Mortar Wizard Bomber Bandit
P.E.K.K.A Mortar
Bomber Wizard P.E.K.K.A Bandit
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Void P.E.K.K.A Bandit
Void Bandit Bomber Mortar Wizard
P.E.K.K.A Bandit
P.E.K.K.A Bandit
P.E.K.K.A Bandit
Wizard
P.E.K.K.A Void Bandit
P.E.K.K.A
Void P.E.K.K.A Mortar Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Void
P.E.K.K.A Wizard Bandit
Wizard Bomber
Bomber Mortar P.E.K.K.A
Bomber Wizard P.E.K.K.A
Bomber Mortar Void

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.)

Void Mortar Bandit
Mortar Void Bandit
Void Bandit
Void
Bomber Wizard Mortar
Wizard
Bomber Mortar Wizard
Wizard
Void Mortar Wizard Bandit
Void
Void Mortar Wizard Bandit
Void Wizard
Mortar Void Bandit
Mortar Void Bandit
Mortar
Bomber Mortar Wizard Bandit
Mortar Wizard Bandit
Mortar
Bomber
Void Bomber Mortar Wizard Bandit
Bomber Mortar Wizard Void
Void
Wizard Void
Void
Mortar Void
Bomber Mortar Wizard
Mortar Void Wizard Bandit
Void Mortar Wizard Bandit
Void Mortar Bandit
Wizard Void
Wizard Void
Void
Void Bomber Mortar Wizard Bandit
Void
P.E.K.K.A
Wizard
Void Bandit
Wizard
Void Wizard
Bomber Mortar Wizard
Void
P.E.K.K.A
Void
Void Mortar Bandit
P.E.K.K.A
Mortar Wizard Void
Void

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