My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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.

Knight Firecracker Battle Ram P.E.K.K.A Royal Ghost 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 Fireball

Punishments

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

Battle Ram Royal Ghost

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 Battle Ram P.E.K.K.A Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball Royal Ghost

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 Battle Ram P.E.K.K.A Royal Ghost

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Firecracker Royal Ghost Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Knight Firecracker Royal Ghost

Attack Synergies 8 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.

Zap
Firecracker Fireball Battle Ram P.E.K.K.A Electro Wizard Knight Royal Ghost
Knight
Firecracker Battle Ram Zap Fireball Electro Wizard
Firecracker
Zap Knight Battle Ram P.E.K.K.A
Fireball
Zap Knight Battle Ram Electro Wizard
Battle Ram
Zap Knight Firecracker Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Firecracker Battle Ram
Royal Ghost
Zap Battle Ram Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Fireball Battle Ram Royal Ghost

Defense Synergies 4 10

Zap
Fireball Electro Wizard Knight Firecracker P.E.K.K.A Royal Ghost
Knight
Firecracker Electro Wizard Zap Fireball
Firecracker
Knight Zap P.E.K.K.A Electro Wizard
Fireball
Zap Knight Electro Wizard
Battle Ram
P.E.K.K.A
Zap Firecracker Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Knight Firecracker Fireball P.E.K.K.A Royal Ghost

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 Firecracker Fireball Electro Wizard
P.E.K.K.A Zap Knight Firecracker Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Firecracker Electro Wizard
Firecracker Fireball P.E.K.K.A
Fireball Zap Firecracker Royal Ghost Electro Wizard
Electro Wizard Zap Firecracker Fireball
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Firecracker Royal Ghost Electro Wizard
Electro Wizard Zap Knight Firecracker Fireball Royal Ghost
Zap Firecracker Fireball Electro Wizard
P.E.K.K.A Zap Knight Fireball Electro Wizard
Fireball Zap Firecracker P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Knight Firecracker Fireball P.E.K.K.A Electro Wizard
Fireball Zap Knight Firecracker Royal Ghost Electro Wizard
Zap Knight Firecracker Fireball Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Knight Firecracker 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 Royal Ghost Electro Wizard
Fireball Electro Wizard Zap Knight Firecracker Royal Ghost
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Fireball Electro Wizard
P.E.K.K.A Knight
Firecracker Fireball Zap Electro Wizard
P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Firecracker Fireball
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Knight Fireball
Firecracker Fireball
Electro Wizard Zap Knight Firecracker Fireball P.E.K.K.A
Zap Firecracker Fireball P.E.K.K.A Royal Ghost Electro Wizard
Zap 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 Knight Firecracker Royal Ghost
Firecracker Fireball Zap Royal Ghost Electro Wizard
Fireball
Knight Firecracker Fireball
Fireball Zap Firecracker
Firecracker Fireball Zap
Firecracker
Fireball Zap Firecracker
Fireball Zap Firecracker
Fireball Electro Wizard
Firecracker Zap Knight Fireball Electro Wizard
Fireball Zap Firecracker
Knight Firecracker Fireball
Firecracker Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball
Firecracker Fireball
Fireball
Zap Firecracker Fireball Electro Wizard
Zap Firecracker Fireball
Fireball
Fireball
Zap Fireball
Zap Firecracker Fireball
Firecracker Fireball Zap Royal Ghost Electro Wizard
Fireball Zap
Fireball Zap Firecracker
Zap Firecracker Fireball Electro Wizard
Zap Electro Wizard Firecracker Fireball
Fireball
Zap Fireball
Zap Firecracker Fireball Electro Wizard
P.E.K.K.A
Firecracker Fireball
Zap Electro Wizard Fireball
Fireball Zap Firecracker Electro Wizard
Fireball
Fireball Knight Firecracker Electro Wizard
Zap Firecracker Fireball
Zap Fireball
Firecracker P.E.K.K.A
Zap Firecracker Fireball Electro Wizard
Firecracker Zap Fireball Electro Wizard
Zap Firecracker Fireball Royal Ghost Electro Wizard
P.E.K.K.A
Fireball Firecracker

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