My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Skeletons Firecracker Battle Ram P.E.K.K.A Bandit Electro Wizard Skeleton King

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.

Zap

Punishments

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

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.

Battle Ram P.E.K.K.A Bandit Skeleton King

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Skeleton King

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 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.

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.

Skeletons Zap Firecracker Bandit Battle Ram Electro Wizard Skeleton King P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Firecracker Bandit

Attack Synergies 6 7

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.

Skeletons
Zap
Firecracker Battle Ram P.E.K.K.A Electro Wizard Bandit
Firecracker
Zap Battle Ram P.E.K.K.A Bandit
Battle Ram
Zap Bandit Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Firecracker Battle Ram
Bandit
Battle Ram Zap Firecracker Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Bandit
Skeleton King

Defense Synergies 1 13

Skeletons
Zap Firecracker P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Skeletons Firecracker P.E.K.K.A Bandit
Firecracker
Skeletons Zap P.E.K.K.A Bandit Electro Wizard
Battle Ram
P.E.K.K.A
Skeletons Zap Firecracker Electro Wizard
Bandit
Skeletons Zap Firecracker Electro Wizard
Electro Wizard
Zap Skeletons Firecracker P.E.K.K.A Bandit
Skeleton King

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 Firecracker Electro Wizard
P.E.K.K.A Skeletons Zap Firecracker Bandit Electro Wizard
P.E.K.K.A Skeletons Bandit Electro Wizard
P.E.K.K.A Skeletons Firecracker Bandit Electro Wizard Skeleton King
Firecracker P.E.K.K.A
Skeletons Zap Firecracker Bandit Electro Wizard
Electro Wizard Zap Firecracker
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Skeletons Skeleton King
Skeletons Firecracker Bandit Electro Wizard
Electro Wizard Skeletons Zap Firecracker Bandit Skeleton King
Zap Firecracker Electro Wizard
P.E.K.K.A Skeletons Zap Bandit Electro Wizard
Zap Firecracker P.E.K.K.A Electro Wizard Skeleton King
P.E.K.K.A Bandit Electro Wizard Skeleton King
Zap P.E.K.K.A Bandit Electro Wizard
Skeletons Firecracker P.E.K.K.A Electro Wizard
Zap Firecracker Bandit Electro Wizard
Zap Firecracker Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Firecracker 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.

Skeletons Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Firecracker
P.E.K.K.A Bandit Skeletons Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Skeletons Bandit
Firecracker Skeletons Zap Electro Wizard
P.E.K.K.A Skeletons Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Firecracker Bandit
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeletons Bandit Skeleton King
Firecracker
Electro Wizard Skeletons Zap Firecracker P.E.K.K.A Skeleton King
Zap Firecracker P.E.K.K.A Electro Wizard Skeleton King

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.)

Firecracker Bandit
Firecracker Zap Bandit Electro Wizard
Bandit
Firecracker
Zap Firecracker
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker Bandit
Electro Wizard
Firecracker Zap Bandit Electro Wizard
Zap Firecracker
Firecracker Bandit
Firecracker Bandit
Zap Firecracker
Zap Firecracker Bandit
Firecracker Bandit
Zap Firecracker Bandit Electro Wizard
Zap Firecracker
Zap
Zap Firecracker
Firecracker Zap Bandit Electro Wizard
Zap Bandit
Zap Firecracker Bandit
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Bandit
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Zap Electro Wizard Bandit
Zap Firecracker Electro Wizard
Firecracker Electro Wizard
Zap Firecracker Skeleton King
Zap
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard Skeleton King
Firecracker Zap Electro Wizard
Zap Firecracker Bandit Electro Wizard

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