My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Wizard Inferno Dragon

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.

Bats Wizard P.E.K.K.A Bandit Inferno Dragon

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.

Arrows Fireball

Punishments

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

Elite Barbarians 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.

Elite Barbarians P.E.K.K.A 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.

Elite Barbarians 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
Bats Elite Barbarians Bandit Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Bandit Inferno Dragon
Barbarian Barrel
Elite Barbarians Wizard Bandit
The Log
Elite Barbarians Bandit
Earthquake
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Wizard P.E.K.K.A Bandit Inferno Dragon
Fireball
Elite Barbarians Wizard Bandit Inferno Dragon
Poison
Bats Wizard
Lightning
Elite Barbarians Wizard Bandit Inferno Dragon
Rocket
Elite Barbarians Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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.

Bats Arrows P.E.K.K.A Inferno Dragon

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.

Elite Barbarians 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Bandit Fireball Inferno Dragon Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

12 Bats Arrows Bandit Fireball

Attack Synergies 3 10

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.

Bats
Elite Barbarians P.E.K.K.A Bandit Inferno Dragon
Arrows
Elite Barbarians Fireball P.E.K.K.A Bandit
Elite Barbarians
Arrows Bats Fireball Wizard Bandit
Fireball
Arrows Elite Barbarians
Wizard
Elite Barbarians P.E.K.K.A Bandit
P.E.K.K.A
Arrows Bats Wizard
Bandit
Bats Arrows Elite Barbarians Wizard
Inferno Dragon
Bats

Defense Synergies 0 10

Bats
P.E.K.K.A Bandit Inferno Dragon
Arrows
Fireball P.E.K.K.A Bandit
Elite Barbarians
Wizard
Fireball
Arrows Bandit
Wizard
Elite Barbarians P.E.K.K.A Bandit
P.E.K.K.A
Bats Arrows Wizard
Bandit
Bats Arrows Fireball Wizard
Inferno Dragon
Bats

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.

Fireball Wizard
Elite Barbarians P.E.K.K.A Inferno Dragon Bats Bandit
P.E.K.K.A Bats Elite Barbarians Bandit Inferno Dragon
Elite Barbarians P.E.K.K.A Inferno Dragon Bats Bandit
Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Bats Bandit
Bats Inferno Dragon Arrows Fireball Wizard
Arrows Fireball P.E.K.K.A Bandit
P.E.K.K.A Inferno Dragon Elite Barbarians
Elite Barbarians Bandit
Bats Arrows Fireball Wizard Bandit
Arrows Inferno Dragon Bats Fireball Wizard
P.E.K.K.A Bats Elite Barbarians Fireball Wizard Bandit
Fireball Wizard Bats Arrows P.E.K.K.A
Elite Barbarians P.E.K.K.A Inferno Dragon Bandit
Elite Barbarians Fireball P.E.K.K.A Bandit Inferno Dragon
Wizard Bats Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Bats Elite Barbarians Wizard Bandit
Arrows Wizard Bats Fireball Bandit Inferno Dragon
P.E.K.K.A Elite Barbarians Inferno Dragon
Wizard Bats Arrows Elite Barbarians 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.

Elite Barbarians Fireball P.E.K.K.A Bandit
Fireball Bandit Arrows Elite Barbarians Wizard Inferno Dragon
P.E.K.K.A Bandit Bats Elite Barbarians
P.E.K.K.A Bats Elite Barbarians Fireball Bandit
P.E.K.K.A Elite Barbarians Bandit Inferno Dragon
Arrows Fireball Wizard Bats
P.E.K.K.A Bats Elite Barbarians Fireball Bandit
P.E.K.K.A Elite Barbarians Inferno Dragon
P.E.K.K.A Bats Elite Barbarians Fireball Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Fireball Wizard Bandit
Wizard Fireball
Elite Barbarians Bats Fireball P.E.K.K.A Inferno Dragon
Bats Arrows Elite Barbarians Fireball Wizard P.E.K.K.A Inferno Dragon

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 Bandit
Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard Bats
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard Bandit
Bats Elite Barbarians Fireball
Arrows Fireball Wizard Bandit
Fireball Arrows Wizard
Elite Barbarians Fireball Bandit
Arrows Fireball Bandit
Arrows Elite Barbarians Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard Bandit
Arrows Fireball
Bats
Arrows Fireball Wizard Bandit
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Inferno Dragon
Arrows Fireball Wizard Bandit
Fireball Arrows Wizard Bandit
Fireball Arrows Bandit
Elite Barbarians Bats Arrows Fireball Wizard
Bats Fireball Wizard
Elite Barbarians Fireball
Arrows Fireball Wizard Bandit
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Bats Fireball Bandit
Fireball Arrows Wizard
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Elite Barbarians P.E.K.K.A
Bats Elite Barbarians Fireball
Bats Fireball
Fireball Bandit

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