My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

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.

Missing

Damage spells

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

Zap Arrows 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Guards 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

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

Shortest cycle

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

11 Zap Arrows Guards Tornado

Attack Synergies 6 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 Tornado P.E.K.K.A Guards Royal Ghost Bandit
Arrows
Zap P.E.K.K.A Bandit
Wizard
Tornado P.E.K.K.A Royal Ghost Bandit
Guards
Zap Bandit
Tornado
Zap Wizard P.E.K.K.A
P.E.K.K.A
Zap Arrows Tornado Wizard
Royal Ghost
Zap Wizard Bandit
Bandit
Zap Arrows Wizard Guards Royal Ghost

Defense Synergies 2 13

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

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