My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 Wizard P.E.K.K.A 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

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.

Missing

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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.

Arrows Battle Ram Guards 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

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 Guards Royal Ghost Bandit Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Guards Royal Ghost

Attack Synergies 5 12

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

Defense Synergies 0 11

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

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A Royal Ghost Bandit
Bandit Zap Arrows Wizard Royal Ghost
Guards P.E.K.K.A Bandit Zap
Guards P.E.K.K.A Zap Bandit
P.E.K.K.A Guards Bandit
Arrows Wizard Zap
Guards P.E.K.K.A Bandit
P.E.K.K.A
Zap P.E.K.K.A Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Arrows Guards
P.E.K.K.A Wizard Guards Bandit
Wizard
Guards Zap P.E.K.K.A
Arrows Zap Wizard P.E.K.K.A Royal Ghost
Zap Arrows

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 Guards Royal Ghost Bandit
Arrows Zap Royal Ghost Bandit
Arrows Bandit
Arrows Guards
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard Bandit
Guards
Zap Arrows Wizard Bandit
Zap Arrows Wizard
Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Zap Arrows Wizard Bandit
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Royal Ghost Bandit
Zap Arrows Wizard Bandit
Zap Arrows Bandit
Zap Arrows Wizard
Zap Wizard Guards
Zap Arrows Wizard Bandit
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Guards Bandit
Zap Arrows Wizard
Arrows
Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Guards
Zap
Zap Royal Ghost Bandit
P.E.K.K.A
Wizard

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