My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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 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.

P.E.K.K.A Royal Ghost Bandit Electro Wizard 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.

Zap Arrows Fireball

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.

Fireball

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball 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 P.E.K.K.A Royal Ghost 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.

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Royal Ghost Bandit Fireball Electro Wizard Inferno Dragon P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Royal Ghost Bandit

Attack Synergies 7 7

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 P.E.K.K.A Electro Wizard Royal Ghost Bandit
Arrows
Zap Fireball P.E.K.K.A Bandit
Fireball
Zap Arrows Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Royal Ghost
Zap Bandit Electro Wizard
Bandit
Zap Arrows Royal Ghost Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Royal Ghost Bandit
Inferno Dragon

Defense Synergies 2 14

Zap
Fireball Electro Wizard Arrows P.E.K.K.A Royal Ghost Bandit Inferno Dragon
Arrows
Zap Fireball P.E.K.K.A Bandit
Fireball
Zap Arrows Bandit Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Arrows Fireball Electro Wizard
Electro Wizard
Zap Fireball P.E.K.K.A Royal Ghost Bandit Inferno Dragon
Inferno Dragon
Zap 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 Fireball Electro Wizard
P.E.K.K.A Inferno Dragon Zap Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Bandit Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Royal Ghost Bandit Electro Wizard
Electro Wizard Inferno Dragon Zap Arrows Fireball
Zap Arrows Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Inferno Dragon
Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Arrows Fireball Royal Ghost Bandit
Arrows Inferno Dragon Zap Fireball Electro Wizard
P.E.K.K.A Zap Fireball Bandit Electro Wizard
Fireball Zap Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Inferno Dragon Bandit Electro Wizard
Zap Fireball P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Arrows Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Zap Royal Ghost Bandit Electro Wizard
Zap Arrows Fireball Royal Ghost Bandit Electro Wizard Inferno Dragon
P.E.K.K.A Electro Wizard Inferno Dragon
Royal Ghost Arrows Fireball 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 Fireball P.E.K.K.A Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Arrows Royal Ghost Inferno Dragon
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Fireball Bandit Electro Wizard
P.E.K.K.A Bandit Inferno Dragon
Arrows Fireball Zap Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard Fireball Bandit Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Zap Fireball P.E.K.K.A Inferno Dragon
Arrows Zap Fireball P.E.K.K.A Royal Ghost Electro Wizard 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 Royal Ghost Bandit
Arrows Fireball Zap Royal Ghost Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball
Fireball Zap Arrows
Arrows Fireball Zap
Arrows
Arrows Fireball Zap
Arrows Fireball Zap Bandit
Fireball Electro Wizard
Zap Arrows Fireball Bandit Electro Wizard
Fireball Zap Arrows
Fireball Bandit
Arrows Fireball Bandit
Zap Arrows Fireball
Zap Arrows Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Zap Arrows Fireball Bandit Electro Wizard
Zap Arrows Fireball
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Inferno Dragon
Arrows Fireball Zap Royal Ghost Bandit Electro Wizard
Fireball Zap Arrows Bandit
Fireball Zap Arrows Bandit
Zap Arrows Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Arrows Fireball Bandit
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball
Zap Electro Wizard Fireball Bandit
Fireball Zap Arrows Electro Wizard
Arrows Fireball
Fireball Electro Wizard
Arrows Zap Fireball
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Royal Ghost Bandit Electro Wizard

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