My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Fire Spirit Bats Firecracker

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 Battle Ram Dark 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.

Battle Ram

Damage spells

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

Earthquake

Punishments

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

Battle Ram Dark Prince Bandit

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Battle Ram Dark 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.

Firecracker Dark Prince 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 Battle Ram Dark Prince Bandit
Giant Snowball
Fire Spirit Bats Battle Ram
Zap
Fire Spirit Bats Firecracker Battle Ram Dark Prince Bandit
Barbarian Barrel
Fire Spirit Firecracker Battle Ram Dark Prince Bandit
The Log
Fire Spirit Firecracker Battle Ram Dark Prince Bandit
Earthquake
Firecracker
Arrows
Fire Spirit Bats Firecracker
Royal Delivery
Fire Spirit Bats Firecracker Battle Ram Dark Prince P.E.K.K.A Bandit
Fireball
Firecracker Battle Ram Bandit
Poison
Bats Firecracker
Lightning
Battle Ram Dark Prince Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Earthquake Dark Prince

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Bats Battle Ram Dark Prince 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.

Fire Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Firecracker Earthquake Bandit Battle Ram Dark Prince P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bats Firecracker Earthquake

Attack Synergies 2 18

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.

Fire Spirit
P.E.K.K.A Battle Ram Dark Prince Bandit
Bats
Firecracker Battle Ram Dark Prince P.E.K.K.A Bandit
Firecracker
Bats Earthquake Battle Ram Dark Prince P.E.K.K.A Bandit
Earthquake
Firecracker Battle Ram Dark Prince P.E.K.K.A
Battle Ram
Bandit Fire Spirit Bats Firecracker Earthquake P.E.K.K.A
Dark Prince
Fire Spirit Bats Firecracker Earthquake Bandit
P.E.K.K.A
Fire Spirit Bats Firecracker Earthquake Battle Ram
Bandit
Battle Ram Fire Spirit Bats Firecracker Dark Prince

Defense Synergies 0 12

Fire Spirit
Firecracker P.E.K.K.A
Bats
Firecracker Earthquake Dark Prince P.E.K.K.A Bandit
Firecracker
Fire Spirit Bats Earthquake Dark Prince P.E.K.K.A Bandit
Earthquake
Bats Firecracker
Battle Ram
Dark Prince
Bats Firecracker Bandit
P.E.K.K.A
Fire Spirit Bats Firecracker
Bandit
Bats Firecracker Dark Prince

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.

Earthquake Firecracker
P.E.K.K.A Bats Firecracker Dark Prince Bandit
P.E.K.K.A Fire Spirit Bats Dark Prince Bandit
P.E.K.K.A Bats Firecracker Dark Prince Bandit
Firecracker Earthquake Dark Prince P.E.K.K.A
Fire Spirit Bats Firecracker Earthquake Dark Prince Bandit
Bats Fire Spirit Firecracker
Earthquake P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Firecracker Dark Prince Bandit
Bats Firecracker Earthquake Dark Prince Bandit
Bats Firecracker
P.E.K.K.A Fire Spirit Bats Earthquake Dark Prince Bandit
Fire Spirit Bats Firecracker Earthquake Dark Prince P.E.K.K.A
P.E.K.K.A Bandit
P.E.K.K.A Bandit
Bats Firecracker Dark Prince P.E.K.K.A
Fire Spirit Bats Firecracker Dark Prince Bandit
Earthquake Fire Spirit Bats Firecracker Dark Prince Bandit
P.E.K.K.A
Dark Prince Fire Spirit Bats Firecracker Earthquake P.E.K.K.A Bandit

Counters to secondary win conditions

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

Dark Prince P.E.K.K.A Bandit
Bandit Firecracker
P.E.K.K.A Bandit Bats Dark Prince
Dark Prince P.E.K.K.A Bats Bandit
P.E.K.K.A Dark Prince Bandit
Fire Spirit Firecracker Bats
Dark Prince P.E.K.K.A Bats Bandit
P.E.K.K.A Dark Prince
P.E.K.K.A Bats Firecracker Dark Prince Bandit
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Dark Prince
Dark Prince P.E.K.K.A Bandit
Firecracker
Bats Firecracker Dark Prince P.E.K.K.A
Bats Firecracker Earthquake Dark Prince P.E.K.K.A

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.)

Earthquake Firecracker Bandit
Firecracker Bandit
Earthquake Bandit
Earthquake Firecracker Dark Prince
Fire Spirit Firecracker Earthquake Dark Prince
Firecracker Fire Spirit Bats
Fire Spirit Firecracker Earthquake
Earthquake Fire Spirit Firecracker
Firecracker Bandit
Fire Spirit Bats
Firecracker Earthquake Dark Prince Bandit
Fire Spirit Firecracker
Earthquake Fire Spirit Firecracker Bandit
Earthquake Firecracker Bandit
Earthquake Firecracker
Earthquake Firecracker Bandit
Earthquake Firecracker Bandit
Earthquake
Bats
Fire Spirit Firecracker Earthquake Dark Prince Bandit
Fire Spirit Firecracker Earthquake
Earthquake
Earthquake
Firecracker Earthquake Fire Spirit Dark Prince
Firecracker Earthquake Bandit
Bandit
Firecracker Bandit
Fire Spirit Bats Firecracker
Bats Firecracker
Earthquake Bandit
Firecracker
P.E.K.K.A
Firecracker Earthquake
Earthquake Fire Spirit Bats Dark Prince Bandit
Fire Spirit Firecracker
Firecracker Dark Prince
Firecracker Earthquake
Firecracker Dark Prince P.E.K.K.A
Bats Firecracker
Firecracker Bats
Firecracker Dark Prince Bandit

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