My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

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

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.

Bomber Battle Ram P.E.K.K.A Royal Ghost Bandit Electro Wizard

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 Void

Punishments

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

Battle Ram Royal Ghost Bandit

Pump responses

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

Void

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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.

Battle Ram 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.

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.

Bomber Zap Void Royal Ghost Bandit Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Void Royal Ghost

Attack Synergies 6 12

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.

Bomber
Zap Battle Ram P.E.K.K.A Bandit
Zap
Battle Ram Void P.E.K.K.A Electro Wizard Bomber Royal Ghost Bandit
Battle Ram
Zap Bandit Bomber P.E.K.K.A Royal Ghost Electro Wizard
Void
Zap
P.E.K.K.A
Zap Electro Wizard Bomber Battle Ram
Royal Ghost
Zap Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Bomber Zap Royal Ghost Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost Bandit

Defense Synergies 1 12

Bomber
Zap P.E.K.K.A Royal Ghost Bandit Electro Wizard
Zap
Electro Wizard Bomber Void P.E.K.K.A Royal Ghost Bandit
Battle Ram
Void
Zap
P.E.K.K.A
Bomber Zap Electro Wizard
Royal Ghost
Bomber Zap Electro Wizard
Bandit
Bomber Zap Electro Wizard
Electro Wizard
Zap Bomber P.E.K.K.A 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.

Bomber Zap Void Electro Wizard
P.E.K.K.A Bomber Zap Bandit Electro Wizard
P.E.K.K.A Bomber Void Bandit Electro Wizard
P.E.K.K.A Bomber Bandit Electro Wizard
Bomber P.E.K.K.A
Bomber Zap Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Void
Zap Void P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Bomber Royal Ghost Bandit Electro Wizard
Electro Wizard Bomber Zap Royal Ghost Bandit
Zap Electro Wizard
P.E.K.K.A Bomber Zap Bandit Electro Wizard
Bomber Zap P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Bomber P.E.K.K.A Electro Wizard
Bomber Zap Royal Ghost Bandit Electro Wizard
Zap Bomber Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Royal Ghost 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 Void P.E.K.K.A Royal Ghost Bandit Electro Wizard
Void Bandit Electro Wizard Bomber Zap Royal Ghost
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit
Zap Electro Wizard
P.E.K.K.A Void Bandit Electro Wizard
P.E.K.K.A
Zap Void P.E.K.K.A Electro Wizard Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Void Electro Wizard
P.E.K.K.A Bandit
Bomber
Electro Wizard Bomber Zap P.E.K.K.A
Bomber Zap P.E.K.K.A 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.)

Void Royal Ghost Bandit
Void Zap Royal Ghost Bandit Electro Wizard
Void Bandit
Void
Bomber Zap
Zap
Bomber
Zap
Void Zap Bandit
Void Electro Wizard
Void Zap Bandit Electro Wizard
Void Zap
Void Bandit
Void Bandit
Zap
Bomber Zap Bandit
Bandit
Bomber
Void Bomber Zap Bandit Electro Wizard
Bomber Zap
Void
Void
Void
Zap Void
Zap Bomber
Void Zap Royal Ghost Bandit Electro Wizard
Void Zap Bandit
Void Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Void
Void
Void Bomber Zap Bandit
Zap Void Electro Wizard
P.E.K.K.A
Zap Electro Wizard Void Bandit
Zap Electro Wizard
Void Electro Wizard
Bomber Zap
Void Zap
P.E.K.K.A
Zap Electro Wizard
Zap Void Electro Wizard
Void Zap Royal Ghost Bandit Electro Wizard

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