My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Skeletons Royal Recruits P.E.K.K.A Bandit Goblinstein

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.

Zap Arrows

Punishments

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

Royal Recruits 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.

Royal Recruits 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
Skeletons Royal Recruits Bandit
Giant Snowball
Skeletons Royal Recruits
Zap
Skeletons Inferno Tower Bandit
Barbarian Barrel
Skeletons Royal Recruits Inferno Tower Bandit
The Log
Skeletons Royal Recruits Bandit
Earthquake
Skeletons Inferno Tower
Arrows
Skeletons Royal Recruits
Royal Delivery
Skeletons Royal Recruits P.E.K.K.A Bandit
Fireball
Inferno Tower Bandit
Poison
Royal Recruits Inferno Tower
Lightning
Inferno Tower Bandit Goblinstein
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Royal Recruits Inferno Tower P.E.K.K.A

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.

Skeletons Zap Arrows Bandit Inferno Tower Goblinstein Royal Recruits P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Bandit

Attack Synergies 3 4

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.

Skeletons
Zap
Arrows P.E.K.K.A Royal Recruits Bandit
Arrows
Zap P.E.K.K.A Bandit
Royal Recruits
Zap Bandit
Inferno Tower
P.E.K.K.A
Zap Arrows
Bandit
Zap Arrows Royal Recruits
Goblinstein

Defense Synergies 0 12

Skeletons
Zap Inferno Tower P.E.K.K.A Bandit
Zap
Skeletons Arrows Inferno Tower P.E.K.K.A Bandit
Arrows
Zap Inferno Tower P.E.K.K.A Bandit
Royal Recruits
Inferno Tower
Skeletons Zap Arrows Bandit
P.E.K.K.A
Skeletons Zap Arrows
Bandit
Skeletons Zap Arrows Inferno Tower
Goblinstein

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 Royal Recruits Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Zap Royal Recruits Bandit
Inferno Tower P.E.K.K.A Skeletons Royal Recruits Bandit
Royal Recruits Inferno Tower P.E.K.K.A Skeletons Bandit
Arrows Royal Recruits P.E.K.K.A
Arrows Skeletons Zap Bandit
Inferno Tower Zap Arrows
Zap Arrows Royal Recruits Inferno Tower P.E.K.K.A Bandit
Inferno Tower P.E.K.K.A Skeletons Royal Recruits
Skeletons Royal Recruits Inferno Tower Bandit
Skeletons Zap Arrows Royal Recruits Bandit
Arrows Inferno Tower Zap
Royal Recruits Inferno Tower P.E.K.K.A Skeletons Zap Bandit
Zap Arrows Royal Recruits P.E.K.K.A
Royal Recruits Inferno Tower P.E.K.K.A Bandit
Inferno Tower Zap Royal Recruits P.E.K.K.A Bandit
Skeletons Arrows Royal Recruits Inferno Tower P.E.K.K.A
Arrows Zap Royal Recruits Bandit
Zap Arrows Royal Recruits Bandit
P.E.K.K.A Royal Recruits Inferno Tower
Royal Recruits Arrows P.E.K.K.A Bandit
P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Skeletons Zap Inferno Tower P.E.K.K.A Bandit
Bandit Zap Arrows
Royal Recruits P.E.K.K.A Bandit Skeletons Zap Inferno Tower
Royal Recruits P.E.K.K.A Zap Inferno Tower Bandit
Royal Recruits Inferno Tower P.E.K.K.A Skeletons Bandit
Arrows Skeletons Zap
Royal Recruits P.E.K.K.A Skeletons Inferno Tower Bandit
Inferno Tower P.E.K.K.A Royal Recruits
Zap Royal Recruits P.E.K.K.A Skeletons Inferno Tower Bandit
Royal Recruits Inferno Tower P.E.K.K.A Skeletons
P.E.K.K.A Royal Recruits Inferno Tower
Royal Recruits P.E.K.K.A Zap Arrows
Royal Recruits P.E.K.K.A Skeletons Inferno Tower Bandit
Royal Recruits
Royal Recruits Inferno Tower Skeletons Zap P.E.K.K.A
Arrows Zap Royal Recruits Inferno Tower P.E.K.K.A
Zap Arrows Inferno Tower

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 Royal Recruits Bandit
Arrows Zap Bandit
Arrows Bandit
Arrows Royal Recruits
Zap Arrows
Arrows Zap
Arrows
Arrows Zap
Arrows Zap Bandit
Zap Arrows Royal Recruits Bandit
Zap Arrows
Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Bandit
Arrows Royal Recruits Bandit
Arrows
Zap Arrows Bandit
Zap Arrows
Arrows
Zap Arrows Royal Recruits
Zap Arrows
Arrows Zap Bandit
Zap Arrows Bandit
Zap Arrows Bandit
Zap Arrows
Zap
Zap Arrows Bandit
Zap Arrows
P.E.K.K.A
Arrows
Zap Royal Recruits Bandit
Zap Arrows
Arrows
Arrows Zap
Zap Arrows
Royal Recruits P.E.K.K.A
Zap Royal Recruits
Zap
Zap Royal Recruits Bandit
P.E.K.K.A

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