My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Bats Hunter 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.

Bats Royal Giant Hunter 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.

Royal Giant

Damage spells

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

Zap Fireball

Punishments

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

Royal Giant Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Hunter

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.

Bats 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.

Royal Giant Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Bandit Fireball Hunter Electro Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

11 Bats Zap Bandit Fireball

Attack Synergies 7 12

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.

Bats
Royal Giant Zap P.E.K.K.A Bandit
Zap
Fireball P.E.K.K.A Electro Wizard Bats Royal Giant Hunter Bandit
Royal Giant
Bats Fireball Hunter Zap Bandit Electro Wizard
Fireball
Zap Royal Giant Electro Wizard
Hunter
Royal Giant Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Electro Wizard Bats Hunter
Bandit
Bats Zap Royal Giant Hunter Electro Wizard
Electro Wizard
Zap P.E.K.K.A Royal Giant Fireball Bandit

Defense Synergies 2 15

Bats
Zap Hunter P.E.K.K.A Bandit Electro Wizard
Zap
Fireball Electro Wizard Bats Hunter P.E.K.K.A Bandit
Royal Giant
Fireball
Zap Bandit Electro Wizard
Hunter
Bats Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Bats Zap Hunter Electro Wizard
Bandit
Bats Zap Fireball Hunter Electro Wizard
Electro Wizard
Zap Bats Fireball Hunter 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 Fireball Electro Wizard
Hunter P.E.K.K.A Bats Zap Bandit Electro Wizard
Hunter P.E.K.K.A Bats Bandit Electro Wizard
Hunter P.E.K.K.A Bats Bandit Electro Wizard
Fireball P.E.K.K.A
Fireball Bats Zap Hunter Bandit Electro Wizard
Bats Hunter Electro Wizard Zap Fireball
Zap Fireball P.E.K.K.A Bandit Electro Wizard
Hunter P.E.K.K.A
Hunter Bandit Electro Wizard
Bats Electro Wizard Zap Fireball Hunter Bandit
Hunter Bats Zap Fireball Electro Wizard
Hunter P.E.K.K.A Bats Zap Fireball Bandit Electro Wizard
Fireball Bats Zap Hunter P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter Bandit Electro Wizard
Zap Fireball Hunter P.E.K.K.A Bandit Electro Wizard
Bats Fireball Hunter P.E.K.K.A Electro Wizard
Fireball Bats Zap Hunter Bandit Electro Wizard
Zap Hunter Bats Fireball Bandit Electro Wizard
P.E.K.K.A Hunter Electro Wizard
Bats Fireball Hunter 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 Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Hunter
P.E.K.K.A Bandit Bats Zap Hunter Electro Wizard
Hunter P.E.K.K.A Bats Zap Fireball Bandit Electro Wizard
P.E.K.K.A Hunter Bandit
Fireball Bats Zap Hunter Electro Wizard
P.E.K.K.A Bats Fireball Hunter Bandit Electro Wizard
P.E.K.K.A Hunter
Zap P.E.K.K.A Electro Wizard Bats Fireball Bandit
P.E.K.K.A
P.E.K.K.A Bats Hunter
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Hunter Bandit
Fireball
Electro Wizard Bats Zap Fireball Hunter P.E.K.K.A
Bats Zap Fireball Hunter 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.)

Fireball Bandit
Fireball Zap Bandit Electro Wizard
Fireball Bandit
Fireball
Fireball Zap
Fireball Bats Zap Hunter
Fireball Zap Hunter
Fireball Zap Bandit
Bats Fireball Electro Wizard
Zap Fireball Bandit Electro Wizard
Fireball Zap
Fireball Hunter Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Hunter Bandit
Fireball Bandit
Fireball
Bats
Zap Fireball Hunter Bandit Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball Hunter
Fireball Zap Hunter Bandit Electro Wizard
Fireball Zap Bandit
Fireball Zap Bandit
Bats Zap Fireball Hunter Electro Wizard
Zap Electro Wizard Bats Fireball
Fireball
Zap Fireball Hunter Bandit
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Bats Fireball Bandit
Fireball Zap Hunter Electro Wizard
Fireball
Fireball Hunter Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Bandit Electro Wizard

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