My Best Clash Royale Deck

Deck Check Rating

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

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.

Three Musketeers Electro Wizard Inferno Dragon Night Witch

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.

Three Musketeers P.E.K.K.A Bandit Electro Wizard Inferno Dragon Night Witch

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Zap Rage

Punishments

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

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.

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.

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
Three Musketeers Bandit Inferno Dragon Night Witch
Giant Snowball
Three Musketeers Inferno Dragon Night Witch
Zap
Three Musketeers Bandit Inferno Dragon Night Witch
Barbarian Barrel
Three Musketeers Bandit Electro Wizard Night Witch
The Log
Three Musketeers Bandit
Earthquake
Arrows
Night Witch
Royal Delivery
Three Musketeers P.E.K.K.A Bandit Electro Wizard Inferno Dragon Night Witch
Fireball
Three Musketeers Bandit Electro Wizard Inferno Dragon Night Witch
Poison
Three Musketeers Electro Wizard Night Witch
Lightning
Three Musketeers Bandit Electro Wizard Inferno Dragon Night Witch
Rocket
Three Musketeers Inferno Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Rage P.E.K.K.A Inferno Dragon Night Witch

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.

Three Musketeers 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.

Zap Rage Bandit Electro Wizard Inferno Dragon Night Witch P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Zap Rage Bandit Electro Wizard

Attack Synergies 3 9

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.

Zap
P.E.K.K.A Electro Wizard Three Musketeers Bandit Night Witch
Three Musketeers
Zap Rage Bandit
Rage
Three Musketeers Electro Wizard Night Witch
P.E.K.K.A
Zap Electro Wizard Night Witch
Bandit
Zap Three Musketeers Electro Wizard
Electro Wizard
Zap P.E.K.K.A Rage Bandit
Inferno Dragon
Night Witch
Zap Rage P.E.K.K.A

Defense Synergies 1 10

Zap
Electro Wizard Three Musketeers P.E.K.K.A Bandit Inferno Dragon Night Witch
Three Musketeers
Zap Bandit
Rage
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Three Musketeers Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit Inferno Dragon Night Witch
Inferno Dragon
Zap Electro Wizard
Night Witch
Zap Electro 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.

Zap Electro Wizard
P.E.K.K.A Inferno Dragon Zap Three Musketeers Bandit Electro Wizard Night Witch
Three Musketeers P.E.K.K.A Bandit Electro Wizard Inferno Dragon Night Witch
Three Musketeers P.E.K.K.A Inferno Dragon Night Witch Bandit Electro Wizard
P.E.K.K.A
Zap Bandit Electro Wizard Night Witch
Three Musketeers Electro Wizard Inferno Dragon Zap Night Witch
Zap P.E.K.K.A Bandit Electro Wizard
Three Musketeers P.E.K.K.A Inferno Dragon Night Witch
Bandit Electro Wizard Night Witch
Electro Wizard Zap Bandit Night Witch
Three Musketeers Inferno Dragon Zap Electro Wizard Night Witch
P.E.K.K.A Night Witch Zap Three Musketeers Bandit Electro Wizard
Three Musketeers Zap P.E.K.K.A Electro Wizard Night Witch
P.E.K.K.A Inferno Dragon Three Musketeers Bandit Electro Wizard
Zap Three Musketeers P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Three Musketeers P.E.K.K.A Electro Wizard Night Witch
Zap Three Musketeers Bandit Electro Wizard Night Witch
Zap Bandit Electro Wizard Inferno Dragon
P.E.K.K.A Three Musketeers Electro Wizard Inferno Dragon
P.E.K.K.A Bandit Electro Wizard Night Witch

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 Electro Wizard
Bandit Electro Wizard Zap Inferno Dragon
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard Night Witch
P.E.K.K.A Three Musketeers Bandit Inferno Dragon Night Witch
Zap Three Musketeers Electro Wizard
P.E.K.K.A Bandit Electro Wizard Night Witch
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard Bandit Inferno Dragon
P.E.K.K.A Three Musketeers Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Three Musketeers Bandit Night Witch
Three Musketeers
Electro Wizard Zap Three Musketeers P.E.K.K.A Inferno Dragon Night Witch
Zap P.E.K.K.A Electro Wizard Inferno Dragon

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
Zap Bandit Electro Wizard
Bandit
Zap
Zap
Zap
Zap Bandit
Three Musketeers Electro Wizard Night Witch
Zap Bandit Electro Wizard
Zap
Three Musketeers Bandit
Bandit
Zap
Zap Three Musketeers Bandit
Three Musketeers Bandit
Three Musketeers
Night Witch
Zap Three Musketeers Bandit Electro Wizard
Zap
Night Witch
Zap
Zap
Inferno Dragon
Zap Bandit Electro Wizard
Zap Bandit
Zap Bandit
Zap Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap Bandit Night Witch
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bandit Night Witch
Zap Three Musketeers Electro Wizard
Three Musketeers Electro Wizard
Zap
Zap
Three Musketeers P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Bandit Electro Wizard

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