My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard 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 Wizard P.E.K.K.A 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.

Tornado

Punishments

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

Battle Ram 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.

Battle Ram 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.

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 Wizard Bandit Electro Wizard
The Log
Bomber Battle Ram Bandit
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Battle Ram Wizard P.E.K.K.A Bandit Electro Wizard
Fireball
Bomber Battle Ram Wizard Bandit Electro Wizard
Poison
Bomber Wizard Electro Wizard
Lightning
Battle Ram Wizard Bandit Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Tornado

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 Tornado P.E.K.K.A

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.

Wizard 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.

Mirror Bomber Tornado Bandit Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Mirror Bomber Tornado Bandit

Attack Synergies 4 11

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
Battle Ram P.E.K.K.A Bandit
Battle Ram
Bandit Bomber Mirror Tornado P.E.K.K.A Electro Wizard
Wizard
Tornado P.E.K.K.A Bandit
Mirror
Battle Ram Tornado
Tornado
Wizard P.E.K.K.A Battle Ram Mirror
P.E.K.K.A
Tornado Electro Wizard Bomber Battle Ram Wizard
Bandit
Battle Ram Bomber Wizard Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Bandit

Defense Synergies 3 11

Bomber
Tornado P.E.K.K.A Bandit Electro Wizard
Battle Ram
Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Mirror
Tornado Electro Wizard
Tornado
Wizard Mirror P.E.K.K.A Bomber Electro Wizard
P.E.K.K.A
Tornado Bomber Wizard Electro Wizard
Bandit
Bomber Wizard Electro Wizard
Electro Wizard
Bomber Wizard Mirror Tornado P.E.K.K.A 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 Wizard Electro Wizard
P.E.K.K.A Bomber Bandit Electro Wizard
Tornado P.E.K.K.A Bomber Bandit Electro Wizard
P.E.K.K.A Bomber Bandit Electro Wizard
Bomber Tornado P.E.K.K.A
Tornado Bomber Bandit Electro Wizard
Tornado Electro Wizard Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado
Tornado Bomber Bandit Electro Wizard
Electro Wizard Bomber Wizard Tornado Bandit
Wizard Tornado Electro Wizard
P.E.K.K.A Bomber Wizard Bandit Electro Wizard
Bomber Wizard Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
Wizard Bomber Tornado P.E.K.K.A Electro Wizard
Bomber Wizard Tornado Bandit Electro Wizard
Wizard Tornado Bomber Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Bomber Wizard 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.

P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Bomber Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado Bandit Electro Wizard
P.E.K.K.A Bandit
Wizard Tornado Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Tornado Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Wizard Bandit
Wizard Bomber
Electro Wizard Bomber Tornado P.E.K.K.A
Bomber Wizard P.E.K.K.A 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.)

Bandit
Tornado Bandit Electro Wizard
Bandit
Bomber Wizard
Wizard Tornado
Bomber Wizard Tornado
Wizard Tornado
Wizard Tornado Bandit
Tornado Electro Wizard
Wizard Tornado Bandit Electro Wizard
Wizard Tornado
Bandit
Bandit
Bomber Wizard Bandit
Wizard Bandit
Tornado
Bomber
Bomber Wizard Bandit Electro Wizard
Bomber Wizard Tornado
Wizard Tornado
Tornado
Tornado Bomber Wizard
Wizard Tornado Bandit Electro Wizard
Wizard Tornado Bandit
Tornado Bandit
Wizard Tornado Electro Wizard
Electro Wizard Wizard
Bomber Wizard Bandit
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Bandit
Wizard Tornado Electro Wizard
Wizard Electro Wizard
Bomber Wizard
Tornado
P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Tornado Bandit Electro Wizard

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