My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Battle Ram 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.

Battle Ram

Damage spells

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

Arrows

Punishments

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

Elite Barbarians 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.

Elite Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Wizard

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 Battle Ram 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.

Elite Barbarians

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

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.

Mirror Bomber Arrows Bandit Battle Ram Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

8 Mirror Bomber Arrows 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.

Bomber
Elite Barbarians Battle Ram P.E.K.K.A Bandit
Arrows
Elite Barbarians Mirror P.E.K.K.A Battle Ram Bandit
Elite Barbarians
Arrows Bomber Battle Ram Wizard Bandit
Battle Ram
Bandit Bomber Arrows Elite Barbarians Mirror P.E.K.K.A
Wizard
Elite Barbarians P.E.K.K.A Bandit
Mirror
Arrows Battle Ram
P.E.K.K.A
Arrows Bomber Battle Ram Wizard
Bandit
Battle Ram Bomber Arrows Elite Barbarians Wizard

Defense Synergies 1 7

Bomber
P.E.K.K.A Bandit
Arrows
Mirror P.E.K.K.A Bandit
Elite Barbarians
Wizard
Battle Ram
Wizard
Elite Barbarians P.E.K.K.A Bandit
Mirror
Arrows
P.E.K.K.A
Bomber Arrows Wizard
Bandit
Bomber 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 Wizard
Elite Barbarians P.E.K.K.A Bomber Bandit
P.E.K.K.A Bomber Elite Barbarians Bandit
Elite Barbarians P.E.K.K.A Bomber Bandit
Bomber Arrows Elite Barbarians P.E.K.K.A
Arrows Bomber Bandit
Arrows Wizard
Arrows P.E.K.K.A Bandit
P.E.K.K.A Elite Barbarians
Elite Barbarians Bomber Bandit
Bomber Arrows Wizard Bandit
Arrows Wizard
P.E.K.K.A Bomber Elite Barbarians Wizard Bandit
Bomber Wizard Arrows P.E.K.K.A
Elite Barbarians P.E.K.K.A Bandit
Elite Barbarians P.E.K.K.A Bandit
Wizard Bomber Arrows Elite Barbarians P.E.K.K.A
Arrows Bomber Elite Barbarians Wizard Bandit
Arrows Wizard Bomber Bandit
P.E.K.K.A Elite Barbarians
Bomber Wizard Arrows Elite Barbarians P.E.K.K.A Bandit

Counters to secondary win conditions

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

Elite Barbarians P.E.K.K.A Bandit
Bandit Bomber Arrows Elite Barbarians Wizard
P.E.K.K.A Bandit Elite Barbarians
P.E.K.K.A Elite Barbarians Bandit
P.E.K.K.A Elite Barbarians Bandit
Arrows Wizard
P.E.K.K.A Elite Barbarians Bandit
P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Bandit
P.E.K.K.A
P.E.K.K.A Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians
Elite Barbarians P.E.K.K.A Wizard Bandit
Wizard Bomber
Elite Barbarians Bomber P.E.K.K.A
Arrows Bomber Elite Barbarians Wizard P.E.K.K.A

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 Bandit
Arrows Bandit
Arrows
Bomber Wizard Arrows
Arrows Wizard
Bomber Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Elite Barbarians
Arrows Wizard Bandit
Arrows Wizard
Elite Barbarians Bandit
Arrows Bandit
Arrows Elite Barbarians
Bomber Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Bomber
Bomber Arrows Wizard Bandit
Bomber Arrows Wizard
Arrows Wizard
Arrows
Arrows Bomber Wizard
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows Bandit
Elite Barbarians Arrows Wizard
Wizard
Elite Barbarians
Bomber Arrows Wizard Bandit
Arrows
P.E.K.K.A
Arrows Wizard
Bandit
Arrows Wizard
Arrows
Wizard
Arrows Bomber Wizard
Arrows
Elite Barbarians P.E.K.K.A
Elite Barbarians
Bandit

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