My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Electro Wizard Magic Archer

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.

Knight P.E.K.K.A Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball Tornado

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.

Knight P.E.K.K.A Magic Archer

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.

Electro Wizard Magic Archer

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
Giant Snowball
Cannon
Zap
Cannon
Barbarian Barrel
Knight Cannon Electro Wizard Magic Archer
The Log
Cannon
Earthquake
Cannon
Arrows
Royal Delivery
Knight P.E.K.K.A Electro Wizard Magic Archer
Fireball
Cannon Electro Wizard Magic Archer
Poison
Cannon Electro Wizard Magic Archer
Lightning
Knight Cannon Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado Magic Archer

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.

Knight Tornado 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.

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.

Zap Knight Cannon Tornado Fireball Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

11 Zap Knight Cannon Tornado

Attack Synergies 9 8

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
Fireball Tornado P.E.K.K.A Electro Wizard Knight Magic Archer
Knight
Zap Fireball Electro Wizard Magic Archer
Cannon
Fireball
Zap Tornado Knight Electro Wizard Magic Archer
Tornado
Zap Fireball P.E.K.K.A Magic Archer
P.E.K.K.A
Zap Tornado Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Knight Fireball Magic Archer
Magic Archer
Tornado P.E.K.K.A Zap Knight Fireball Electro Wizard

Defense Synergies 9 13

Zap
Cannon Fireball Electro Wizard Knight Tornado P.E.K.K.A Magic Archer
Knight
Cannon Electro Wizard Magic Archer Zap Fireball Tornado
Cannon
Zap Knight Fireball Electro Wizard Magic Archer
Fireball
Zap Tornado Knight Cannon Electro Wizard
Tornado
Fireball P.E.K.K.A Magic Archer Zap Knight Electro Wizard
P.E.K.K.A
Tornado Zap Electro Wizard
Electro Wizard
Zap Knight Cannon Fireball Tornado P.E.K.K.A Magic Archer
Magic Archer
Knight Tornado Zap Cannon 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 Knight Cannon Fireball Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Cannon Electro Wizard
Cannon Tornado P.E.K.K.A Knight Electro Wizard
Cannon P.E.K.K.A Knight Electro Wizard
Fireball Tornado P.E.K.K.A
Fireball Tornado Zap Cannon Electro Wizard Magic Archer
Tornado Electro Wizard Zap Cannon Fireball Magic Archer
Zap Cannon Fireball P.E.K.K.A Electro Wizard Magic Archer
Cannon P.E.K.K.A Tornado
Knight Tornado Cannon Electro Wizard
Electro Wizard Zap Knight Cannon Fireball Tornado Magic Archer
Zap Fireball Tornado Electro Wizard Magic Archer
Cannon P.E.K.K.A Zap Knight Fireball Electro Wizard
Fireball Zap Cannon Tornado P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Knight Cannon Electro Wizard
Tornado Zap Cannon Fireball P.E.K.K.A Electro Wizard
Knight Cannon Fireball Tornado P.E.K.K.A Electro Wizard
Cannon Fireball Zap Knight Tornado Electro Wizard Magic Archer
Zap Tornado Knight Cannon Fireball Electro Wizard Magic Archer
P.E.K.K.A Cannon Tornado Electro Wizard
Knight Cannon Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Knight Magic Archer
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Fireball Tornado Electro Wizard
P.E.K.K.A Knight Cannon
Fireball Zap Tornado Electro Wizard Magic Archer
P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Fireball Tornado Magic Archer
P.E.K.K.A Cannon
P.E.K.K.A Knight
P.E.K.K.A Zap Fireball Tornado Electro Wizard
P.E.K.K.A Knight Cannon Fireball
Cannon Fireball Magic Archer
Electro Wizard Zap Knight Fireball Tornado P.E.K.K.A Magic Archer
Zap Cannon Fireball P.E.K.K.A Electro Wizard Magic Archer
Zap Cannon Fireball 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 Magic Archer Knight
Fireball Zap Tornado Electro Wizard Magic Archer
Fireball Magic Archer
Knight Fireball
Fireball Zap Magic Archer
Fireball Zap Tornado Magic Archer
Tornado Magic Archer
Fireball Zap Tornado Magic Archer
Fireball Zap Tornado
Fireball Tornado Electro Wizard
Zap Knight Fireball Tornado Electro Wizard Magic Archer
Fireball Zap Tornado Magic Archer
Knight Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball Tornado
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Tornado Magic Archer
Fireball Magic Archer
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Magic Archer
Fireball Zap Tornado Electro Wizard Magic Archer
Fireball Zap Tornado Magic Archer
Fireball Zap Tornado Magic Archer
Zap Fireball Tornado Electro Wizard Magic Archer
Zap Electro Wizard Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Electro Wizard Fireball Magic Archer
Fireball Zap Tornado Electro Wizard Magic Archer
Fireball
Fireball Knight Electro Wizard Magic Archer
Zap Fireball Magic Archer
Zap Fireball Tornado
P.E.K.K.A
Zap Fireball Tornado Electro Wizard Magic Archer
Zap Fireball Tornado Electro Wizard Magic Archer
Zap Fireball Tornado Electro Wizard Magic Archer
P.E.K.K.A
Fireball

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