My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice 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.

Battle Ram P.E.K.K.A Ice Wizard Royal Ghost 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.

Zap Arrows Fireball

Punishments

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

Battle Ram Royal Ghost 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.

Battle Ram 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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Ice Wizard Royal Ghost

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.

Arrows Battle Ram P.E.K.K.A Ice Wizard Royal Ghost

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 Ice 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.

Zap Arrows Ice Wizard Royal Ghost Bandit Fireball Battle Ram P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Ice Wizard Royal Ghost

Attack Synergies 7 11

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.

Zap
Arrows Fireball Battle Ram P.E.K.K.A Ice Wizard Royal Ghost Bandit
Arrows
Zap Fireball P.E.K.K.A Battle Ram Bandit
Fireball
Zap Arrows Battle Ram
Battle Ram
Zap Bandit Arrows Fireball P.E.K.K.A Royal Ghost
P.E.K.K.A
Zap Arrows Battle Ram Ice Wizard
Ice Wizard
Zap P.E.K.K.A Bandit
Royal Ghost
Zap Battle Ram Bandit
Bandit
Battle Ram Zap Arrows Ice Wizard Royal Ghost

Defense Synergies 1 13

Zap
Fireball Arrows P.E.K.K.A Ice Wizard Royal Ghost Bandit
Arrows
Zap Fireball P.E.K.K.A Ice Wizard Bandit
Fireball
Zap Arrows Ice Wizard Bandit
Battle Ram
P.E.K.K.A
Zap Arrows Ice Wizard
Ice Wizard
Zap Arrows Fireball P.E.K.K.A Bandit
Royal Ghost
Zap
Bandit
Zap Arrows Fireball Ice 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.

Zap Fireball
P.E.K.K.A Zap Ice Wizard Bandit
P.E.K.K.A Ice Wizard Bandit
P.E.K.K.A Ice Wizard Bandit
Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Ice Wizard Royal Ghost Bandit
Zap Arrows Fireball Ice Wizard
Zap Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A Ice Wizard
Ice Wizard Royal Ghost Bandit
Ice Wizard Zap Arrows Fireball Royal Ghost Bandit
Arrows Zap Fireball Ice Wizard
P.E.K.K.A Zap Fireball Ice Wizard Bandit
Fireball Zap Arrows P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit
Zap Fireball P.E.K.K.A Bandit
Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Ice Wizard Royal Ghost Bandit
Zap Arrows Fireball Ice Wizard Royal Ghost Bandit
P.E.K.K.A
Royal Ghost Arrows Fireball P.E.K.K.A Bandit

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A Royal Ghost Bandit
Fireball Bandit Zap Arrows Royal Ghost
P.E.K.K.A Bandit Zap
P.E.K.K.A Zap Fireball Bandit
P.E.K.K.A Bandit
Arrows Fireball Zap Ice Wizard
P.E.K.K.A Fireball Ice Wizard Bandit
P.E.K.K.A
Zap P.E.K.K.A Fireball Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows Fireball
P.E.K.K.A Fireball Bandit
Fireball
Zap Fireball P.E.K.K.A
Arrows Zap Fireball P.E.K.K.A Ice Wizard Royal Ghost
Zap Arrows Fireball Ice 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 Arrows Royal Ghost Bandit
Arrows Fireball Zap Ice Wizard Royal Ghost Bandit
Arrows Fireball Bandit
Arrows Fireball
Fireball Zap Arrows
Arrows Fireball Zap Ice Wizard
Arrows
Arrows Fireball Zap Ice Wizard
Arrows Fireball Zap Bandit
Fireball
Zap Arrows Fireball Bandit
Fireball Zap Arrows
Fireball Bandit
Arrows Fireball Bandit
Zap Arrows Fireball
Zap Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Zap Arrows Fireball Bandit
Zap Arrows Fireball
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Ice Wizard
Arrows Fireball Zap Ice Wizard Royal Ghost Bandit
Fireball Zap Arrows Bandit
Fireball Zap Arrows Bandit
Zap Arrows Fireball Ice Wizard
Zap Fireball
Fireball
Zap Arrows Fireball Bandit
Zap Arrows Fireball
P.E.K.K.A
Arrows Fireball
Zap Fireball Bandit
Fireball Zap Arrows Ice Wizard
Arrows Fireball
Fireball
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Fireball Royal Ghost Bandit
P.E.K.K.A
Fireball

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