My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Good

1 problems 1 warnings Why?

Deck tips

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

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!
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.

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 Wizard P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel Bandit

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Heal Spirit 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.

Goblin Barrel Bandit

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 Goblin Barrel Bandit
Giant Snowball
Bomber Goblin Barrel
Zap
Bomber Goblin Barrel Bandit
Barbarian Barrel
Bomber Heal Spirit Wizard Goblin Barrel Bandit
The Log
Bomber Heal Spirit Goblin Barrel Bandit
Earthquake
Bomber Goblin Barrel
Arrows
Bomber Heal Spirit Goblin Barrel
Royal Delivery
Bomber Heal Spirit Wizard Goblin Barrel P.E.K.K.A Bandit
Fireball
Bomber Wizard Goblin Barrel Bandit
Poison
Bomber Wizard
Lightning
Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit P.E.K.K.A

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.

Goblin Barrel

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.

Heal Spirit Wizard Goblin Barrel

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bomber Zap Arrows Goblin Barrel Bandit Wizard P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Bomber Zap Arrows

Attack Synergies 3 15

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 Heal Spirit P.E.K.K.A Bandit
Zap
Arrows P.E.K.K.A Bomber Heal Spirit Bandit
Arrows
Zap P.E.K.K.A Goblin Barrel Bandit
Heal Spirit
Bomber Zap Wizard P.E.K.K.A Bandit
Wizard
Heal Spirit P.E.K.K.A Bandit
Goblin Barrel
Arrows P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Bomber Heal Spirit Wizard Goblin Barrel
Bandit
Bomber Zap Arrows Heal Spirit Wizard Goblin Barrel

Defense Synergies 0 10

Bomber
Zap P.E.K.K.A Bandit
Zap
Bomber Arrows P.E.K.K.A Bandit
Arrows
Zap P.E.K.K.A Bandit
Heal Spirit
Wizard
P.E.K.K.A Bandit
Goblin Barrel
P.E.K.K.A
Bomber Zap Arrows Wizard
Bandit
Bomber Zap Arrows 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 Wizard
P.E.K.K.A Bomber Zap Bandit
P.E.K.K.A Bomber Bandit
P.E.K.K.A Bomber Bandit
Bomber Arrows P.E.K.K.A
Arrows Bomber Zap Bandit
Zap Arrows Wizard
Zap Arrows P.E.K.K.A Bandit
P.E.K.K.A
Bomber Bandit
Bomber Zap Arrows Wizard Bandit
Arrows Zap Wizard
P.E.K.K.A Bomber Zap Wizard Bandit
Bomber Wizard Zap Arrows P.E.K.K.A
P.E.K.K.A Bandit
Zap P.E.K.K.A Bandit
Wizard Bomber Arrows P.E.K.K.A
Arrows Bomber Zap Wizard Bandit
Zap Arrows Wizard Bomber Bandit
P.E.K.K.A
Bomber Wizard Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit
Bandit Bomber Zap Arrows Wizard
P.E.K.K.A Bandit Zap
P.E.K.K.A Zap Bandit
P.E.K.K.A Bandit
Arrows Wizard Zap
P.E.K.K.A Bandit
P.E.K.K.A
Zap P.E.K.K.A Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows
P.E.K.K.A Wizard Bandit
Wizard Bomber
Bomber Zap P.E.K.K.A
Arrows Bomber Zap Wizard P.E.K.K.A
Arrows

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 Bandit
Arrows Zap Bandit
Arrows Bandit
Arrows
Bomber Wizard Zap Arrows
Arrows Wizard Zap
Bomber Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard Bandit
Zap Arrows Wizard Bandit
Zap Arrows Wizard
Bandit
Arrows Bandit
Zap Arrows
Bomber Zap Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Bomber
Bomber Zap Arrows Wizard Bandit
Bomber Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Bomber Wizard
Arrows Zap Wizard Bandit
Zap Arrows Wizard Bandit
Zap Arrows Bandit
Zap Arrows Wizard
Zap Wizard
Bomber Zap Arrows Wizard Bandit
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Bandit
Zap Arrows Wizard
Arrows
Wizard
Arrows Bomber Zap Wizard
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap Bandit

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