My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Hunter Electro 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.

Giant Hunter Golem Royal Ghost Bandit Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant Golem

Damage spells

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

Poison

Punishments

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

Mini P.E.K.K.A Giant Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Giant Golem 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.

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

Against air swarms

Spells and units that can counter air swarms.

Poison Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Poison Hunter 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.

Mini P.E.K.K.A Poison Golem 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.

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.

Royal Ghost Bandit Mini P.E.K.K.A Poison Hunter Electro Wizard Giant Golem

Shortest cycle

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

14 Royal Ghost Bandit Mini P.E.K.K.A Poison

Attack Synergies 4 14

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.

Mini P.E.K.K.A
Giant Hunter Golem Electro Wizard
Giant
Mini P.E.K.K.A Poison Hunter Royal Ghost Bandit Electro Wizard
Poison
Giant Golem Royal Ghost
Hunter
Giant Mini P.E.K.K.A Golem Bandit
Golem
Poison Mini P.E.K.K.A Hunter Bandit Electro Wizard
Royal Ghost
Giant Poison Bandit Electro Wizard
Bandit
Giant Hunter Golem Royal Ghost Electro Wizard
Electro Wizard
Mini P.E.K.K.A Giant Golem Royal Ghost Bandit

Defense Synergies 1 7

Mini P.E.K.K.A
Electro Wizard Hunter Royal Ghost
Giant
Poison
Electro Wizard
Hunter
Mini P.E.K.K.A Bandit Electro Wizard
Golem
Royal Ghost
Mini P.E.K.K.A Electro Wizard
Bandit
Hunter Electro Wizard
Electro Wizard
Mini P.E.K.K.A Poison Hunter Royal Ghost Bandit

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.

Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Poison
Hunter Royal Ghost Bandit Electro Wizard
Hunter Electro Wizard Poison
Poison Bandit Electro Wizard
Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter Royal Ghost Bandit Electro Wizard
Poison Electro Wizard Hunter Royal Ghost Bandit
Hunter Poison Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Poison Hunter Royal Ghost Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Poison Hunter Electro Wizard
Hunter Royal Ghost Bandit Electro Wizard
Poison Hunter Royal Ghost Bandit Electro Wizard
Mini P.E.K.K.A Hunter Electro Wizard
Royal Ghost Mini P.E.K.K.A Poison Hunter Bandit Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Royal Ghost Bandit Electro Wizard
Poison Bandit Electro Wizard Mini P.E.K.K.A Hunter Royal Ghost
Bandit Mini P.E.K.K.A Hunter Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Hunter Bandit
Poison Hunter Electro Wizard
Mini P.E.K.K.A Hunter Bandit Electro Wizard
Mini P.E.K.K.A Hunter
Electro Wizard Mini P.E.K.K.A Poison Bandit
Mini P.E.K.K.A Hunter
Poison Electro Wizard
Mini P.E.K.K.A Hunter Bandit
Electro Wizard Mini P.E.K.K.A Poison Hunter
Poison Mini P.E.K.K.A Hunter Royal Ghost 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.)

Poison Royal Ghost Bandit
Poison Royal Ghost Bandit Electro Wizard
Poison Bandit
Poison
Poison
Poison Hunter
Poison
Poison Hunter
Poison Bandit
Mini P.E.K.K.A Poison Electro Wizard
Poison Bandit Electro Wizard
Poison
Poison Hunter Bandit
Poison Bandit
Poison
Poison Hunter Bandit
Poison Bandit
Poison
Mini P.E.K.K.A
Mini P.E.K.K.A Poison Hunter Bandit Electro Wizard
Poison
Poison
Poison
Poison
Poison Hunter
Poison Hunter Royal Ghost Bandit Electro Wizard
Poison Bandit
Poison Bandit
Poison Hunter Electro Wizard
Electro Wizard Poison
Mini P.E.K.K.A
Poison Hunter Bandit
Poison Electro Wizard
Poison
Electro Wizard Bandit
Poison Hunter Electro Wizard
Poison Mini P.E.K.K.A Hunter Electro Wizard
Poison
Poison
Poison Electro Wizard
Poison Electro Wizard
Poison Royal Ghost Bandit Electro Wizard

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