My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

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.

Wizard Rune Giant 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.

Rune Giant

Damage spells

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

Rage Tornado

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.

Missing

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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.

Rage Tornado Rune Giant 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Tornado Royal Ghost Bandit Rune Giant Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Tornado Royal Ghost Bandit

Attack Synergies 3 9

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.

Wizard
Tornado Rage P.E.K.K.A Royal Ghost Bandit
Rage
Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A
Rune Giant
Electro Wizard
P.E.K.K.A
Tornado Electro Wizard Wizard
Royal Ghost
Wizard Bandit Electro Wizard
Bandit
Wizard Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Rage Rune Giant Royal Ghost Bandit

Defense Synergies 2 8

Wizard
Tornado P.E.K.K.A Royal Ghost Bandit Electro Wizard
Rage
Tornado
Wizard P.E.K.K.A Electro Wizard
Rune Giant
P.E.K.K.A
Tornado Wizard Electro Wizard
Royal Ghost
Wizard Electro Wizard
Bandit
Wizard Electro Wizard
Electro Wizard
Wizard Tornado P.E.K.K.A 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.

Wizard Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A
Tornado Royal Ghost Bandit Electro Wizard
Tornado Electro Wizard Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado
Tornado Royal Ghost Bandit Electro Wizard
Electro Wizard Wizard Tornado Royal Ghost Bandit
Wizard Tornado Electro Wizard
P.E.K.K.A Wizard Bandit Electro Wizard
Wizard Tornado P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Wizard Tornado P.E.K.K.A Electro Wizard
Wizard Tornado Royal Ghost Bandit Electro Wizard
Wizard Tornado Royal Ghost Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Royal Ghost 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.

P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Wizard Royal Ghost
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado Bandit Electro Wizard
P.E.K.K.A Bandit
Wizard Tornado Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Wizard Bandit
Wizard
Electro Wizard Tornado P.E.K.K.A
Wizard P.E.K.K.A Royal Ghost Electro 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.)

Royal Ghost Bandit
Tornado Royal Ghost Bandit Electro Wizard
Bandit
Wizard
Wizard Tornado
Wizard Tornado
Wizard Tornado
Wizard Tornado Bandit
Tornado Electro Wizard
Wizard Tornado Bandit Electro Wizard
Wizard Tornado
Bandit
Bandit
Wizard Bandit
Wizard Bandit
Tornado
Wizard Bandit Electro Wizard
Wizard Tornado
Wizard Tornado
Tornado
Tornado Wizard
Wizard Tornado Royal Ghost Bandit Electro Wizard
Wizard Tornado Bandit
Tornado Bandit
Wizard Tornado Electro Wizard
Electro Wizard Wizard
Wizard Bandit
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Bandit
Wizard Tornado Electro Wizard
Wizard Electro Wizard
Wizard
Tornado
P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Tornado Royal Ghost Bandit Electro Wizard
P.E.K.K.A
Wizard

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