My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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 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.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Hog Rider 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.

Fire Spirit Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Royal Ghost

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.

Fire Spirit 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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Archers Royal Ghost Bandit Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Archers Royal Ghost

Attack Synergies 6 14

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.

Fire Spirit
Hog Rider P.E.K.K.A Zap Bandit
Zap
Hog Rider P.E.K.K.A Electro Wizard Fire Spirit Archers Royal Ghost Bandit
Archers
Zap Hog Rider P.E.K.K.A Royal Ghost Bandit
Hog Rider
Fire Spirit Zap Archers Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Zap Electro Wizard Archers
Royal Ghost
Zap Archers Bandit Electro Wizard
Bandit
Fire Spirit Zap Archers Hog Rider Royal Ghost Electro Wizard
Electro Wizard
Zap P.E.K.K.A Hog Rider Royal Ghost Bandit

Defense Synergies 1 13

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Archers P.E.K.K.A Royal Ghost Bandit
Archers
Zap P.E.K.K.A Bandit Electro Wizard
Hog Rider
P.E.K.K.A
Fire Spirit Zap Archers Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Archers Electro Wizard
Electro Wizard
Zap Fire Spirit Archers 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.

Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Fire Spirit Archers Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Zap Archers Royal Ghost Bandit Electro Wizard
Electro Wizard Fire Spirit Zap Archers
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Archers Royal Ghost Bandit Electro Wizard
Archers Electro Wizard Zap Royal Ghost Bandit
Zap Archers Electro Wizard
P.E.K.K.A Fire Spirit Zap Bandit Electro Wizard
Fire Spirit 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
P.E.K.K.A Electro Wizard
Fire Spirit Zap Archers Royal Ghost Bandit Electro Wizard
Zap Fire Spirit Archers Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Fire Spirit Archers 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 Archers P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap Archers 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
Fire Spirit Zap Archers Electro Wizard
P.E.K.K.A Archers 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 Electro Wizard
P.E.K.K.A Bandit
Archers
Electro Wizard Zap Archers P.E.K.K.A
Zap Archers 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.)

Royal Ghost Bandit
Zap Royal Ghost Bandit Electro Wizard
Bandit
Fire Spirit Zap
Fire Spirit Zap
Fire Spirit Archers
Fire Spirit Zap
Zap Bandit
Fire Spirit Electro Wizard
Zap Bandit Electro Wizard
Fire Spirit Zap Archers
Fire Spirit Bandit
Bandit
Zap
Zap Bandit
Bandit
Fire Spirit Zap Archers Bandit Electro Wizard
Fire Spirit Zap
Zap
Zap Fire Spirit
Zap Royal Ghost Bandit Electro Wizard
Zap Bandit
Zap Bandit
Fire Spirit Zap Archers Electro Wizard
Zap Electro Wizard
Zap Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Fire Spirit Archers Bandit
Fire Spirit Zap Archers Electro Wizard
Electro Wizard
Zap
Zap
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Bandit Electro Wizard

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