My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Fire Spirit Archers 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.

Archers 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.

Goblin Barrel

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.

Goblin Barrel Bandit

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 Arrows 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.

Goblin Barrel

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 Goblin Barrel 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.

Fire Spirit Zap Archers Arrows Goblin Barrel Bandit Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Archers Arrows

Attack Synergies 6 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 Zap Goblin Barrel Bandit
Zap
Arrows P.E.K.K.A Electro Wizard Fire Spirit Archers Bandit
Archers
Zap Arrows P.E.K.K.A Bandit
Arrows
Zap P.E.K.K.A Archers Goblin Barrel Bandit
Goblin Barrel
Fire Spirit Arrows P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Zap Arrows Electro Wizard Archers Goblin Barrel
Bandit
Fire Spirit Zap Archers Arrows Goblin Barrel Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit

Defense Synergies 1 14

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Archers Arrows P.E.K.K.A Bandit
Archers
Zap P.E.K.K.A Bandit Electro Wizard
Arrows
Zap P.E.K.K.A Bandit
Goblin Barrel
P.E.K.K.A
Fire Spirit Zap Archers Arrows Electro Wizard
Bandit
Zap Archers Arrows Electro Wizard
Electro Wizard
Zap Fire Spirit Archers 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 Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Fire Spirit Archers Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Arrows P.E.K.K.A
Arrows Fire Spirit Zap Archers Bandit Electro Wizard
Electro Wizard Fire Spirit Zap Archers Arrows
Zap Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Archers Bandit Electro Wizard
Archers Electro Wizard Zap Arrows Bandit
Arrows Zap Archers Electro Wizard
P.E.K.K.A Fire Spirit Zap Bandit Electro Wizard
Fire Spirit Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Arrows P.E.K.K.A Electro Wizard
Fire Spirit Arrows Zap Archers Bandit Electro Wizard
Zap Arrows Fire Spirit Archers Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Fire Spirit Archers Arrows 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 Archers P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Archers Arrows
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit
Fire Spirit Arrows Zap Archers Electro Wizard
P.E.K.K.A Archers Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Bandit
Archers
Electro Wizard Zap Archers P.E.K.K.A
Arrows Zap Archers 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 Bandit
Arrows Zap Bandit Electro Wizard
Arrows Bandit
Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Zap
Fire Spirit Archers Arrows
Arrows Fire Spirit Zap
Arrows Zap Bandit
Fire Spirit Electro Wizard
Zap Arrows Bandit Electro Wizard
Fire Spirit Zap Archers Arrows
Fire Spirit Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Bandit
Arrows Bandit
Arrows
Fire Spirit Zap Archers Arrows Bandit Electro Wizard
Fire Spirit Zap Arrows
Arrows
Zap Arrows
Zap Arrows Fire Spirit
Arrows Zap Bandit Electro Wizard
Zap Arrows Bandit
Zap Arrows Bandit
Fire Spirit Zap Archers Arrows Electro Wizard
Zap Electro Wizard
Zap Arrows Bandit
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Fire Spirit Archers Bandit
Fire Spirit Zap Archers Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Bandit Electro Wizard

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