My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Electro Wizard Little Prince

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows 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

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 Arrows Royal Ghost Bandit Little Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Arrows Royal Ghost

Attack Synergies 5 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 P.E.K.K.A Bandit
Zap
Arrows P.E.K.K.A Electro Wizard Bomber Royal Ghost Bandit Little Prince
Arrows
Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Electro Wizard Bomber
Royal Ghost
Zap Bandit Electro Wizard Little Prince
Bandit
Bomber Zap Arrows Royal Ghost Electro Wizard Little Prince
Electro Wizard
Zap P.E.K.K.A Royal Ghost Bandit
Little Prince
Zap Royal Ghost Bandit

Defense Synergies 1 19

Bomber
Zap P.E.K.K.A Royal Ghost Bandit Electro Wizard
Zap
Electro Wizard Bomber Arrows P.E.K.K.A Royal Ghost Bandit Little Prince
Arrows
Zap P.E.K.K.A Bandit Little Prince
P.E.K.K.A
Bomber Zap Arrows Electro Wizard
Royal Ghost
Bomber Zap Electro Wizard Little Prince
Bandit
Bomber Zap Arrows Electro Wizard Little Prince
Electro Wizard
Zap Bomber P.E.K.K.A Royal Ghost Bandit Little Prince
Little Prince
Zap Arrows Royal Ghost Bandit 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.

Bomber Zap Electro Wizard
P.E.K.K.A Bomber Zap Bandit Electro Wizard
P.E.K.K.A Bomber Bandit Electro Wizard
P.E.K.K.A Bomber Bandit Electro Wizard
Bomber Arrows P.E.K.K.A
Arrows Bomber Zap Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Arrows Little Prince
Zap Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Bomber Royal Ghost Bandit Electro Wizard Little Prince
Electro Wizard Bomber Zap Arrows Royal Ghost Bandit
Arrows Zap Electro Wizard
P.E.K.K.A Bomber Zap Bandit Electro Wizard
Bomber Zap Arrows 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 Arrows P.E.K.K.A Electro Wizard
Arrows Bomber Zap Royal Ghost Bandit Electro Wizard Little Prince
Zap Arrows Bomber Royal Ghost Bandit Electro Wizard Little Prince
P.E.K.K.A Electro Wizard
Bomber Royal Ghost Arrows P.E.K.K.A Bandit Electro Wizard Little Prince

Counters to secondary win conditions

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

Zap P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Bomber Zap Arrows 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
Arrows Zap Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Bandit
Bomber
Electro Wizard Bomber Zap P.E.K.K.A Little Prince
Arrows 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.)

Arrows Royal Ghost Bandit
Arrows Zap Royal Ghost Bandit Electro Wizard
Arrows Bandit
Arrows
Bomber Zap Arrows
Arrows Zap
Bomber Arrows
Arrows Zap
Arrows Zap Bandit
Electro Wizard
Zap Arrows Bandit Electro Wizard
Zap Arrows
Bandit
Arrows Bandit
Zap Arrows
Bomber Zap Arrows Bandit
Arrows Bandit
Arrows
Bomber
Bomber Zap Arrows Bandit Electro Wizard
Bomber Zap Arrows Little Prince
Arrows
Zap Arrows
Zap Arrows Bomber Little Prince
Arrows Zap Royal Ghost Bandit Electro Wizard
Zap Arrows Bandit
Zap Arrows Bandit
Zap Arrows Electro Wizard Little Prince
Zap Electro Wizard
Bomber Zap Arrows Bandit
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Bandit
Zap Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Bomber Zap
Zap Arrows
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Bandit Electro Wizard Little Prince

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