My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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 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!
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.

Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Battle Ram P.E.K.K.A Bandit Electro Wizard Magic Archer

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 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Tombstone Battle Ram P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Tombstone Bandit Battle Ram Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Tombstone Bandit

Attack Synergies 9 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.

Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Bandit Magic Archer
Arrows
Zap P.E.K.K.A Battle Ram Bandit
Tombstone
Battle Ram
Zap Bandit Magic Archer Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Magic Archer Battle Ram
Bandit
Battle Ram Zap Arrows Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Battle Ram Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Bandit Electro Wizard

Defense Synergies 1 14

Zap
Electro Wizard Arrows Tombstone P.E.K.K.A Bandit Magic Archer
Arrows
Zap Tombstone P.E.K.K.A Bandit
Tombstone
Zap Arrows Electro Wizard Magic Archer
Battle Ram
P.E.K.K.A
Zap Arrows Electro Wizard
Bandit
Zap Arrows Electro Wizard Magic Archer
Electro Wizard
Zap Tombstone P.E.K.K.A Bandit Magic Archer
Magic Archer
Zap Tombstone 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.

Zap Tombstone Electro Wizard Magic Archer
P.E.K.K.A Zap Tombstone Bandit Electro Wizard
P.E.K.K.A Tombstone Bandit Electro Wizard
P.E.K.K.A Tombstone Bandit Electro Wizard
Arrows Tombstone P.E.K.K.A
Arrows Zap Bandit Electro Wizard Magic Archer
Electro Wizard Zap Arrows Tombstone Magic Archer
Zap Arrows P.E.K.K.A Bandit Electro Wizard Magic Archer
P.E.K.K.A Tombstone
Bandit Electro Wizard
Electro Wizard Zap Arrows Tombstone Bandit Magic Archer
Arrows Zap Electro Wizard Magic Archer
Tombstone P.E.K.K.A Zap Bandit Electro Wizard
Zap Arrows Tombstone P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Tombstone Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Arrows Tombstone P.E.K.K.A Electro Wizard
Arrows Tombstone Zap Bandit Electro Wizard Magic Archer
Zap Arrows Tombstone Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Arrows 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.

Zap Tombstone P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Magic Archer
Tombstone P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Tombstone Bandit
Arrows Zap Electro Wizard Magic Archer
P.E.K.K.A Tombstone Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Tombstone Bandit Magic Archer
P.E.K.K.A Tombstone
P.E.K.K.A Tombstone
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Tombstone Bandit
Magic Archer
Tombstone Electro Wizard Zap P.E.K.K.A Magic Archer
Arrows Zap P.E.K.K.A Electro Wizard Magic Archer
Zap Arrows Tombstone 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.)

Magic Archer Arrows Bandit
Arrows Zap Bandit Electro Wizard Magic Archer
Arrows Bandit Magic Archer
Arrows
Zap Arrows Magic Archer
Arrows Zap Magic Archer
Arrows Magic Archer
Arrows Zap Magic Archer
Arrows Zap Bandit
Electro Wizard
Zap Arrows Bandit Electro Wizard Magic Archer
Zap Arrows Magic Archer
Bandit Magic Archer
Arrows Bandit Magic Archer
Zap Arrows Magic Archer
Zap Arrows Bandit Magic Archer
Magic Archer Arrows Bandit
Arrows
Zap Arrows Bandit Electro Wizard Magic Archer
Zap Arrows Magic Archer
Magic Archer
Arrows
Zap Arrows
Zap Arrows Magic Archer
Arrows Zap Bandit Electro Wizard Magic Archer
Zap Arrows Bandit Magic Archer
Zap Arrows Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
Zap Electro Wizard
Zap Arrows Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows Magic Archer
Zap Electro Wizard Tombstone Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
Arrows
Electro Wizard Magic Archer
Arrows Zap Magic Archer
Zap Arrows
P.E.K.K.A
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Bandit Electro Wizard Magic Archer
P.E.K.K.A

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