My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

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

Cannon

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 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.

Fireball The Log

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Cannon 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 The Log Cannon Royal Ghost Bandit

Attack Synergies 3 11

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.

Cannon
Fireball
Battle Ram The Log Electro Wizard
Battle Ram
The Log Bandit Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Electro Wizard Battle Ram The Log
The Log
Battle Ram Fireball P.E.K.K.A Bandit
Royal Ghost
Battle Ram Bandit Electro Wizard
Bandit
Battle Ram The Log Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Battle Ram Royal Ghost Bandit

Defense Synergies 3 12

Cannon
The Log Fireball Royal Ghost Bandit Electro Wizard
Fireball
The Log Cannon Bandit Electro Wizard
Battle Ram
P.E.K.K.A
The Log Electro Wizard
The Log
Cannon Fireball P.E.K.K.A Royal Ghost Bandit Electro Wizard
Royal Ghost
Cannon The Log Electro Wizard
Bandit
Cannon Fireball The Log Electro Wizard
Electro Wizard
Cannon Fireball P.E.K.K.A The Log 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.

Cannon Fireball The Log Electro Wizard
P.E.K.K.A Cannon The Log Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Cannon Royal Ghost Bandit Electro Wizard
Electro Wizard Cannon Fireball
Cannon Fireball P.E.K.K.A The Log Bandit Electro Wizard
Cannon P.E.K.K.A
Cannon Royal Ghost Bandit Electro Wizard
Electro Wizard Cannon Fireball The Log Royal Ghost Bandit
Fireball Electro Wizard
Cannon P.E.K.K.A Fireball The Log Bandit Electro Wizard
Fireball Cannon P.E.K.K.A The Log Royal Ghost Electro Wizard
P.E.K.K.A Cannon Bandit Electro Wizard
Cannon Fireball P.E.K.K.A The Log Bandit Electro Wizard
Cannon Fireball P.E.K.K.A Electro Wizard
Cannon Fireball The Log Royal Ghost Bandit Electro Wizard
The Log Cannon Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Royal Ghost Cannon Fireball P.E.K.K.A The Log 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 The Log Royal Ghost
P.E.K.K.A Bandit The Log Electro Wizard
P.E.K.K.A Fireball The Log Bandit Electro Wizard
P.E.K.K.A Cannon Bandit
Fireball Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Fireball The Log Bandit
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Cannon Fireball Bandit
Cannon Fireball
Electro Wizard Fireball P.E.K.K.A The Log
Cannon Fireball P.E.K.K.A The Log Royal Ghost Electro Wizard
Cannon 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 The Log Royal Ghost Bandit
Fireball The Log Royal Ghost Bandit Electro Wizard
Fireball The Log Bandit
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Fireball The Log Bandit
Fireball Electro Wizard
Fireball The Log Bandit Electro Wizard
Fireball
Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball The Log Bandit
Fireball The Log Bandit
Fireball
Fireball The Log Bandit Electro Wizard
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log Royal Ghost Bandit Electro Wizard
Fireball The Log Bandit
Fireball The Log Bandit
Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball The Log Bandit
Fireball Electro Wizard
P.E.K.K.A
Fireball The Log
Electro Wizard Fireball Bandit
Fireball Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Fireball
Fireball
P.E.K.K.A
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Royal Ghost Bandit Electro Wizard
P.E.K.K.A
Fireball

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