My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
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 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 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!

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 Magic Archer

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.

P.E.K.K.A Royal Ghost Bandit Electro Wizard Magic Archer

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.

Tornado Void

Punishments

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

Royal Ghost Bandit

Pump responses

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

Electro Spirit P.E.K.K.A Royal Ghost Bandit Magic Archer

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.

Electro Spirit Royal Ghost Bandit Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Tornado Royal Ghost Magic Archer

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.

Electro Spirit Tornado P.E.K.K.A Royal Ghost

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.

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.

Electro Spirit Tornado Void Royal Ghost Bandit Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

10 Electro Spirit Tornado Void Royal Ghost

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.

Electro Spirit
P.E.K.K.A Bandit
Tornado
P.E.K.K.A Magic Archer
Void
P.E.K.K.A
Tornado Electro Wizard Magic Archer Electro Spirit
Royal Ghost
Bandit Electro Wizard Magic Archer
Bandit
Electro Spirit Royal Ghost Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Royal Ghost Bandit Magic Archer
Magic Archer
Tornado P.E.K.K.A Royal Ghost Bandit Electro Wizard

Defense Synergies 2 7

Electro Spirit
Electro Wizard
Tornado
P.E.K.K.A Magic Archer Electro Wizard
Void
P.E.K.K.A
Tornado Electro Wizard
Royal Ghost
Electro Wizard
Bandit
Electro Wizard Magic Archer
Electro Wizard
Electro Spirit Tornado P.E.K.K.A Royal Ghost Bandit Magic Archer
Magic Archer
Tornado Bandit Electro 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.

Void Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Void Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A
Tornado Electro Spirit Royal Ghost Bandit Electro Wizard Magic Archer
Tornado Electro Wizard Electro Spirit Void Magic Archer
Electro Spirit Void P.E.K.K.A Bandit Electro Wizard Magic Archer
P.E.K.K.A Tornado
Tornado Royal Ghost Bandit Electro Wizard
Electro Wizard Electro Spirit Tornado Royal Ghost Bandit Magic Archer
Tornado Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
Electro Spirit Tornado P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Electro Wizard
Electro Spirit Tornado Royal Ghost Bandit Electro Wizard Magic Archer
Tornado Electro Spirit Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A Tornado Electro Wizard
Royal Ghost Electro Spirit P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Void P.E.K.K.A Royal Ghost Bandit Electro Wizard
Void Bandit Electro Wizard Royal Ghost Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado Bandit Electro Wizard
P.E.K.K.A Bandit
Electro Spirit Tornado Electro Wizard Magic Archer
P.E.K.K.A Void Bandit Electro Wizard
P.E.K.K.A
Void P.E.K.K.A Electro Wizard Electro Spirit Tornado Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado Void Electro Wizard
P.E.K.K.A Bandit
Magic Archer
Electro Wizard Electro Spirit Tornado P.E.K.K.A Magic Archer
Electro Spirit P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
Electro Spirit Void 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.)

Void Magic Archer Royal Ghost Bandit
Void Tornado Royal Ghost Bandit Electro Wizard Magic Archer
Void Bandit Magic Archer
Void
Magic Archer
Electro Spirit Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Void Tornado Bandit
Tornado Void Electro Wizard
Void Tornado Bandit Electro Wizard Magic Archer
Void Tornado Magic Archer
Void Bandit Magic Archer
Void Bandit Magic Archer
Magic Archer
Bandit Magic Archer
Magic Archer Bandit
Tornado
Void Bandit Electro Wizard Magic Archer
Tornado Void Magic Archer
Void Magic Archer
Tornado Void
Void Tornado
Void
Tornado Electro Spirit Magic Archer
Void Tornado Royal Ghost Bandit Electro Wizard Magic Archer
Void Tornado Bandit Magic Archer
Void Tornado Bandit Magic Archer
Tornado Void Electro Wizard Magic Archer
Electro Wizard Electro Spirit Void
Void
Void Bandit Magic Archer
Void Electro Spirit Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Electro Wizard Electro Spirit Void Bandit Magic Archer
Tornado Electro Wizard Magic Archer
Void Electro Wizard Magic Archer
Magic Archer
Void Tornado
P.E.K.K.A
Electro Spirit Tornado Electro Wizard Magic Archer
Tornado Void Electro Wizard Magic Archer
Void Tornado Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A
Void
Void

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