My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard Electro Wizard

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.

Skeletons Wizard P.E.K.K.A Ice Wizard Bandit Electro Wizard

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 Fireball

Punishments

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

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.

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 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
Skeletons Bandit
Giant Snowball
Skeletons
Zap
Skeletons Bandit
Barbarian Barrel
Skeletons Wizard Ice Wizard Bandit Electro Wizard
The Log
Skeletons Bandit
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Wizard P.E.K.K.A Ice Wizard Bandit Electro Wizard
Fireball
Wizard Ice Wizard Bandit Electro Wizard
Poison
Wizard Ice Wizard Electro Wizard
Lightning
Wizard Ice Wizard Bandit Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Ice Wizard

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.

P.E.K.K.A Ice Wizard

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 Wizard Ice Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Ice Wizard Bandit Fireball Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Ice Wizard Bandit

Attack Synergies 4 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.

Skeletons
Zap
Fireball P.E.K.K.A Electro Wizard Ice Wizard Bandit
Fireball
Zap Electro Wizard
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Zap Electro Wizard Wizard Ice Wizard
Ice Wizard
Zap P.E.K.K.A Bandit
Bandit
Zap Wizard Ice Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Bandit

Defense Synergies 2 20

Skeletons
Zap Wizard P.E.K.K.A Ice Wizard Bandit Electro Wizard
Zap
Fireball Electro Wizard Skeletons P.E.K.K.A Ice Wizard Bandit
Fireball
Zap Ice Wizard Bandit Electro Wizard
Wizard
Skeletons P.E.K.K.A Ice Wizard Bandit Electro Wizard
P.E.K.K.A
Skeletons Zap Wizard Ice Wizard Electro Wizard
Ice Wizard
Skeletons Zap Fireball Wizard P.E.K.K.A Bandit
Bandit
Skeletons Zap Fireball Wizard Ice Wizard Electro Wizard
Electro Wizard
Zap Skeletons Fireball Wizard P.E.K.K.A 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.

Zap Fireball Wizard Electro Wizard
P.E.K.K.A Skeletons Zap Ice Wizard Bandit Electro Wizard
P.E.K.K.A Skeletons Ice Wizard Bandit Electro Wizard
P.E.K.K.A Skeletons Ice Wizard Bandit Electro Wizard
Fireball P.E.K.K.A
Fireball Skeletons Zap Ice Wizard Bandit Electro Wizard
Electro Wizard Zap Fireball Wizard Ice Wizard
Zap Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Skeletons Ice Wizard
Skeletons Ice Wizard Bandit Electro Wizard
Ice Wizard Electro Wizard Skeletons Zap Fireball Wizard Bandit
Zap Fireball Wizard Ice Wizard Electro Wizard
P.E.K.K.A Skeletons Zap Fireball Wizard Ice Wizard Bandit Electro Wizard
Fireball Wizard Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap Fireball P.E.K.K.A Bandit Electro Wizard
Wizard Skeletons Fireball P.E.K.K.A Electro Wizard
Fireball Zap Wizard Ice Wizard Bandit Electro Wizard
Zap Wizard Fireball Ice Wizard Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fireball P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Wizard
P.E.K.K.A Bandit Skeletons Zap Electro Wizard
P.E.K.K.A Zap Fireball Bandit Electro Wizard
P.E.K.K.A Skeletons Bandit
Fireball Wizard Skeletons Zap Ice Wizard Electro Wizard
P.E.K.K.A Skeletons Fireball Ice Wizard Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Fireball Bandit
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Skeletons Fireball Wizard Bandit
Wizard Fireball
Electro Wizard Skeletons Zap Fireball P.E.K.K.A
Zap Fireball Wizard P.E.K.K.A Ice Wizard Electro Wizard
Zap Fireball Ice Wizard 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 Bandit
Fireball Zap Ice Wizard Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball Wizard Zap
Fireball Wizard Zap Ice Wizard
Wizard
Fireball Zap Wizard Ice Wizard
Fireball Zap Wizard Bandit
Fireball Electro Wizard
Zap Fireball Wizard Bandit Electro Wizard
Fireball Zap Wizard
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Wizard Bandit
Fireball Wizard Bandit
Fireball
Zap Fireball Wizard Bandit Electro Wizard
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Ice Wizard
Fireball Zap Wizard Ice Wizard Bandit Electro Wizard
Fireball Zap Wizard Bandit
Fireball Zap Bandit
Zap Fireball Wizard Ice Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Fireball Wizard Bandit
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Fireball Bandit
Fireball Zap Wizard Ice Wizard Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Bandit Electro Wizard
P.E.K.K.A
Fireball Wizard

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