My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit 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.

Wizard Balloon 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.

Balloon

Damage spells

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

Giant Snowball Rage

Punishments

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

Balloon 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 Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball 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.

Fire Spirit Rage 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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Giant Snowball Rage Bandit Electro Wizard Wizard Balloon P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Giant Snowball Rage Bandit

Attack Synergies 5 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.

Fire Spirit
P.E.K.K.A Giant Snowball Balloon Bandit
Giant Snowball
Balloon P.E.K.K.A Fire Spirit Bandit Electro Wizard
Wizard
Rage Balloon P.E.K.K.A Bandit
Rage
Balloon Wizard Electro Wizard
Balloon
Giant Snowball Rage Fire Spirit Wizard Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Giant Snowball Electro Wizard Wizard
Bandit
Fire Spirit Giant Snowball Wizard Balloon Electro Wizard
Electro Wizard
P.E.K.K.A Giant Snowball Rage Balloon Bandit

Defense Synergies 0 12

Fire Spirit
Giant Snowball P.E.K.K.A Electro Wizard
Giant Snowball
Fire Spirit Wizard P.E.K.K.A Bandit Electro Wizard
Wizard
Giant Snowball P.E.K.K.A Bandit Electro Wizard
Rage
Balloon
P.E.K.K.A
Fire Spirit Giant Snowball Wizard Electro Wizard
Bandit
Giant Snowball Wizard Electro Wizard
Electro Wizard
Fire Spirit Giant Snowball Wizard 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.

Wizard Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Fire Spirit Giant Snowball Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Giant Snowball Bandit Electro Wizard
Giant Snowball Electro Wizard Fire Spirit Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Giant Snowball Bandit Electro Wizard
Electro Wizard Giant Snowball Wizard Bandit
Giant Snowball Wizard Electro Wizard
P.E.K.K.A Fire Spirit Giant Snowball Wizard Bandit Electro Wizard
Fire Spirit Wizard Giant Snowball P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Giant Snowball P.E.K.K.A Bandit Electro Wizard
Wizard P.E.K.K.A Electro Wizard
Fire Spirit Giant Snowball Wizard Bandit Electro Wizard
Giant Snowball Wizard Fire Spirit Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fire Spirit Giant Snowball 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.

Giant Snowball P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Giant Snowball Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit
Fire Spirit Wizard Giant Snowball Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Giant Snowball Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Giant Snowball Electro Wizard
P.E.K.K.A Wizard Bandit
Wizard
Electro Wizard P.E.K.K.A
Giant Snowball 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
Giant Snowball Bandit Electro Wizard
Bandit
Wizard Fire Spirit Giant Snowball
Wizard Fire Spirit Giant Snowball
Fire Spirit Wizard
Fire Spirit Giant Snowball Wizard
Giant Snowball Wizard Bandit
Fire Spirit Giant Snowball Electro Wizard
Wizard Bandit Electro Wizard
Fire Spirit Giant Snowball Wizard
Fire Spirit Giant Snowball Bandit
Bandit
Giant Snowball
Giant Snowball Wizard Bandit
Wizard Bandit
Giant Snowball
Fire Spirit Giant Snowball Wizard Bandit Electro Wizard
Fire Spirit Giant Snowball Wizard
Giant Snowball Wizard
Giant Snowball
Giant Snowball Fire Spirit Wizard
Giant Snowball Wizard Bandit Electro Wizard
Giant Snowball Wizard Bandit
Bandit
Fire Spirit Giant Snowball Wizard Electro Wizard
Electro Wizard Giant Snowball Wizard
Giant Snowball
Giant Snowball Wizard Bandit
Giant Snowball Electro Wizard
P.E.K.K.A
Giant Snowball Wizard
Electro Wizard Fire Spirit Bandit
Fire Spirit Giant Snowball Wizard Electro Wizard
Wizard Electro Wizard
Giant Snowball Wizard
Giant Snowball
P.E.K.K.A
Giant Snowball Electro Wizard
Giant Snowball Electro Wizard
Giant Snowball Bandit Electro Wizard

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