My Best Clash Royale Deck

Deck Check Rating

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

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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Battle Ram 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.

Battle Ram

Damage spells

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

Zap Arrows

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Cannon Firecracker Bandit Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Cannon Firecracker

Attack Synergies 8 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
Arrows Firecracker Battle Ram P.E.K.K.A Electro Wizard Bandit
Arrows
Zap P.E.K.K.A Battle Ram Bandit
Cannon
Firecracker
Zap Battle Ram P.E.K.K.A Bandit
Battle Ram
Zap Bandit Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker Battle Ram
Bandit
Battle Ram Zap Arrows Firecracker Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Bandit

Defense Synergies 2 15

Zap
Cannon Electro Wizard Arrows Firecracker P.E.K.K.A Bandit
Arrows
Zap Cannon P.E.K.K.A Bandit
Cannon
Zap Arrows Firecracker Bandit Electro Wizard
Firecracker
Zap Cannon P.E.K.K.A Bandit Electro Wizard
Battle Ram
P.E.K.K.A
Zap Arrows Firecracker Electro Wizard
Bandit
Zap Arrows Cannon Firecracker Electro Wizard
Electro Wizard
Zap Cannon Firecracker 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.

Zap Cannon Firecracker Electro Wizard
P.E.K.K.A Zap Cannon Firecracker Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
Cannon P.E.K.K.A Firecracker Bandit Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Zap Cannon Firecracker Bandit Electro Wizard
Electro Wizard Zap Arrows Cannon Firecracker
Zap Arrows Cannon P.E.K.K.A Bandit Electro Wizard
Cannon P.E.K.K.A
Cannon Firecracker Bandit Electro Wizard
Electro Wizard Zap Arrows Cannon Firecracker Bandit
Arrows Zap Firecracker Electro Wizard
Cannon P.E.K.K.A Zap Bandit Electro Wizard
Zap Arrows Cannon Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon Bandit Electro Wizard
Zap Cannon P.E.K.K.A Bandit Electro Wizard
Arrows Cannon Firecracker P.E.K.K.A Electro Wizard
Arrows Cannon Zap Firecracker Bandit Electro Wizard
Zap Arrows Cannon Firecracker Bandit Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Arrows Cannon 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.

Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Firecracker
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Cannon Bandit
Arrows Firecracker Zap Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker Bandit
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Cannon Bandit
Cannon Firecracker
Electro Wizard Zap Firecracker P.E.K.K.A
Arrows Zap Cannon Firecracker 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.)

Arrows Firecracker Bandit
Arrows Firecracker Zap Bandit Electro Wizard
Arrows Bandit
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker Bandit
Electro Wizard
Firecracker Zap Arrows Bandit Electro Wizard
Zap Arrows Firecracker
Firecracker Bandit
Arrows Firecracker Bandit
Zap Arrows Firecracker
Zap Arrows Firecracker Bandit
Arrows Firecracker Bandit
Arrows
Zap Arrows Firecracker Bandit Electro Wizard
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker
Arrows Firecracker Zap Bandit Electro Wizard
Zap Arrows Bandit
Zap Arrows Firecracker Bandit
Zap Arrows Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Arrows Bandit
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard Bandit
Zap Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Bandit Electro Wizard

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