My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Wizard Magic Archer Ram Rider

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.

Skeletons Knight Wizard Magic Archer Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows

Punishments

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

Mini P.E.K.K.A Ram Rider

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.

Knight Mini P.E.K.K.A Magic Archer Ram Rider

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.

Mini P.E.K.K.A Magic Archer Ram Rider

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
Skeletons Minions Ram Rider
Giant Snowball
Skeletons Minions Ram Rider
Zap
Skeletons Minions Ram Rider
Barbarian Barrel
Skeletons Knight Wizard Magic Archer
The Log
Skeletons Mini P.E.K.K.A Ram Rider
Earthquake
Skeletons
Arrows
Skeletons Minions
Royal Delivery
Skeletons Knight Minions Mini P.E.K.K.A Wizard Magic Archer Ram Rider
Fireball
Minions Wizard Magic Archer Ram Rider
Poison
Minions Wizard Magic Archer
Lightning
Knight Mini P.E.K.K.A Wizard Magic Archer Ram Rider
Rocket
Wizard Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Knight Mini 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.

Minions 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.

Skeletons Arrows Knight Minions Mini P.E.K.K.A Magic Archer Wizard Ram Rider

Shortest cycle

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

10 Skeletons Arrows Knight Minions

Attack Synergies 2 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.

Skeletons
Arrows
Knight Mini P.E.K.K.A Ram Rider
Knight
Minions Arrows Wizard Magic Archer Ram Rider
Minions
Knight Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A
Arrows Minions Wizard Magic Archer Ram Rider
Wizard
Knight Mini P.E.K.K.A Ram Rider
Magic Archer
Ram Rider Knight Mini P.E.K.K.A
Ram Rider
Magic Archer Arrows Knight Minions Mini P.E.K.K.A Wizard

Defense Synergies 2 15

Skeletons
Knight Minions Mini P.E.K.K.A Wizard Magic Archer Ram Rider
Arrows
Knight Mini P.E.K.K.A
Knight
Minions Magic Archer Skeletons Arrows Mini P.E.K.K.A Wizard
Minions
Knight Skeletons Ram Rider
Mini P.E.K.K.A
Skeletons Arrows Knight Wizard Magic Archer Ram Rider
Wizard
Skeletons Knight Mini P.E.K.K.A
Magic Archer
Knight Skeletons Mini P.E.K.K.A Ram Rider
Ram Rider
Skeletons Minions Mini P.E.K.K.A Magic Archer

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.

Knight Minions Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Skeletons Knight Minions Ram Rider
Mini P.E.K.K.A Ram Rider Skeletons Knight Minions
Mini P.E.K.K.A Skeletons Knight Minions Ram Rider
Arrows Mini P.E.K.K.A
Arrows Skeletons Minions Magic Archer
Minions Ram Rider Arrows Wizard Magic Archer
Arrows Magic Archer Ram Rider
Mini P.E.K.K.A Skeletons Minions
Knight Skeletons Mini P.E.K.K.A
Minions Skeletons Arrows Knight Wizard Magic Archer Ram Rider
Arrows Minions Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Skeletons Knight Minions Wizard Ram Rider
Wizard Arrows Minions Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A Knight Ram Rider
Mini P.E.K.K.A Ram Rider
Wizard Skeletons Arrows Knight Minions Mini P.E.K.K.A
Arrows Knight Minions Wizard Magic Archer Ram Rider
Arrows Wizard Knight Minions Magic Archer Ram Rider
Mini P.E.K.K.A Ram Rider
Wizard Arrows Knight Minions Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeletons
Arrows Knight Mini P.E.K.K.A Wizard Magic Archer
Skeletons Knight Minions Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Knight Ram Rider
Skeletons Knight Mini P.E.K.K.A Ram Rider
Arrows Wizard Skeletons Minions Magic Archer Ram Rider
Mini P.E.K.K.A Skeletons Knight Minions Ram Rider
Mini P.E.K.K.A Knight
Skeletons Knight Minions Mini P.E.K.K.A Magic Archer
Skeletons
Knight Minions Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A Skeletons Knight Wizard Ram Rider
Wizard Magic Archer
Skeletons Knight Minions Mini P.E.K.K.A Magic Archer
Arrows Minions Mini P.E.K.K.A Wizard Magic Archer
Arrows

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.)

Magic Archer Arrows Knight
Arrows Magic Archer Ram Rider
Arrows Magic Archer
Arrows Knight
Wizard Arrows Magic Archer
Arrows Wizard Minions Magic Archer Ram Rider
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer Ram Rider
Arrows Wizard Ram Rider
Minions Mini P.E.K.K.A
Arrows Knight Wizard Magic Archer Ram Rider
Arrows Wizard Magic Archer
Knight Magic Archer
Arrows Minions Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Magic Archer Arrows Wizard
Arrows
Minions Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Magic Archer
Arrows Wizard Magic Archer
Minions Magic Archer
Arrows Wizard
Arrows
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer Ram Rider
Arrows Wizard Magic Archer Ram Rider
Arrows Magic Archer
Arrows Wizard Magic Archer
Minions Wizard
Mini P.E.K.K.A
Arrows Wizard Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Minions Magic Archer
Arrows Wizard Magic Archer Ram Rider
Arrows
Knight Mini P.E.K.K.A Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows
Minions Magic Archer
Magic Archer
Magic Archer
Wizard

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