My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers 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.

Fireball Tornado

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.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado 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 Tornado P.E.K.K.A Royal Ghost

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.

Fireball

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.

Fireball 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.

Archers Tornado Royal Ghost Bandit Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Archers Tornado Royal Ghost Bandit

Attack Synergies 4 13

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.

Archers
Battle Ram P.E.K.K.A Royal Ghost Bandit
Fireball
Tornado Battle Ram Electro Wizard
Battle Ram
Bandit Archers Fireball Tornado P.E.K.K.A Royal Ghost Electro Wizard
Tornado
Fireball P.E.K.K.A Battle Ram
P.E.K.K.A
Tornado Electro Wizard Archers Battle Ram
Royal Ghost
Archers Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Archers Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Battle Ram Royal Ghost Bandit

Defense Synergies 2 10

Archers
Tornado P.E.K.K.A Bandit Electro Wizard
Fireball
Tornado Bandit Electro Wizard
Battle Ram
Tornado
Fireball P.E.K.K.A Archers Electro Wizard
P.E.K.K.A
Tornado Archers Electro Wizard
Royal Ghost
Electro Wizard
Bandit
Archers Fireball Electro Wizard
Electro Wizard
Archers Fireball Tornado 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.

Fireball Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado P.E.K.K.A Archers Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball Tornado P.E.K.K.A
Fireball Tornado Archers Royal Ghost Bandit Electro Wizard
Tornado Electro Wizard Archers Fireball
Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado
Tornado Archers Royal Ghost Bandit Electro Wizard
Archers Electro Wizard Fireball Tornado Royal Ghost Bandit
Archers Fireball Tornado Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
Fireball Tornado P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Tornado P.E.K.K.A Electro Wizard
Fireball Archers Tornado Royal Ghost Bandit Electro Wizard
Tornado Archers Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Royal Ghost Archers Fireball 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.

Archers Fireball P.E.K.K.A Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Archers Royal Ghost
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Fireball Tornado Bandit Electro Wizard
P.E.K.K.A Bandit
Fireball Archers Tornado Electro Wizard
P.E.K.K.A Archers Fireball Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Fireball Tornado Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fireball Tornado Electro Wizard
P.E.K.K.A Fireball Bandit
Archers Fireball
Electro Wizard Archers Fireball Tornado P.E.K.K.A
Archers Fireball 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.)

Fireball Royal Ghost Bandit
Fireball Tornado Royal Ghost Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball
Fireball Tornado
Archers Tornado
Fireball Tornado
Fireball Tornado Bandit
Fireball Tornado Electro Wizard
Fireball Tornado Bandit Electro Wizard
Fireball Archers Tornado
Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball Tornado
Archers Fireball Bandit Electro Wizard
Fireball Tornado
Fireball
Fireball Tornado
Tornado
Fireball
Tornado Fireball
Fireball Tornado Royal Ghost Bandit Electro Wizard
Fireball Tornado Bandit
Fireball Tornado Bandit
Archers Fireball Tornado Electro Wizard
Electro Wizard Fireball
Fireball
Fireball Bandit
Fireball Electro Wizard
P.E.K.K.A
Fireball
Electro Wizard Archers Fireball Bandit
Fireball Archers Tornado Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball Tornado
P.E.K.K.A
Fireball Tornado Electro Wizard
Fireball Tornado Electro Wizard
Fireball Tornado Royal Ghost Bandit Electro Wizard

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