My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Great!
F2P score
RIP

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.

Electro Wizard Magic Archer

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 Battle Ram P.E.K.K.A Bandit Electro Wizard Magic Archer

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 Poison

Punishments

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

Battle Ram Bandit

Pump responses

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

Poison

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 Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison 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 Battle Ram Poison 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Bandit Battle Ram Poison Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

12 Zap Knight Bandit Battle Ram

Attack Synergies 10 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
Battle Ram P.E.K.K.A Electro Wizard Knight Poison Bandit Magic Archer
Knight
Battle Ram Zap Poison Electro Wizard Magic Archer
Battle Ram
Zap Knight Poison Bandit Magic Archer P.E.K.K.A Electro Wizard
Poison
Battle Ram P.E.K.K.A Zap Knight
P.E.K.K.A
Zap Poison Electro Wizard Magic Archer Battle Ram
Bandit
Battle Ram Zap Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Knight Bandit Electro Wizard

Defense Synergies 3 11

Zap
Electro Wizard Knight Poison P.E.K.K.A Bandit Magic Archer
Knight
Electro Wizard Magic Archer Zap Poison
Battle Ram
Poison
Zap Knight Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Electro Wizard Magic Archer
Electro Wizard
Zap Knight Poison P.E.K.K.A Bandit Magic Archer
Magic Archer
Knight Zap Bandit 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 Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Poison P.E.K.K.A
Zap Bandit Electro Wizard Magic Archer
Electro Wizard Zap Poison Magic Archer
Zap Poison P.E.K.K.A Bandit Electro Wizard Magic Archer
P.E.K.K.A
Knight Bandit Electro Wizard
Poison Electro Wizard Zap Knight Bandit Magic Archer
Zap Poison Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Bandit Electro Wizard
Zap Poison P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Knight Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Knight Poison P.E.K.K.A Electro Wizard
Zap Knight Bandit Electro Wizard Magic Archer
Zap Poison Knight Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Knight Poison 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.

Knight Zap P.E.K.K.A Bandit Electro Wizard
Poison Bandit Electro Wizard Zap Knight Magic Archer
P.E.K.K.A Bandit Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit
Poison Zap Electro Wizard Magic Archer
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Poison Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Poison Electro Wizard
P.E.K.K.A Knight Bandit
Magic Archer
Electro Wizard Zap Knight Poison P.E.K.K.A Magic Archer
Poison Zap P.E.K.K.A Electro Wizard Magic Archer
Zap 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.)

Poison Magic Archer Knight Bandit
Poison Zap Bandit Electro Wizard Magic Archer
Poison Bandit Magic Archer
Knight Poison
Poison Zap Magic Archer
Poison Zap Magic Archer
Poison Magic Archer
Poison Zap Magic Archer
Poison Zap Bandit
Poison Electro Wizard
Poison Zap Knight Bandit Electro Wizard Magic Archer
Poison Zap Magic Archer
Poison Knight Bandit Magic Archer
Poison Bandit Magic Archer
Zap Poison Magic Archer
Zap Poison Bandit Magic Archer
Magic Archer Poison Bandit
Poison
Zap Poison Bandit Electro Wizard Magic Archer
Zap Poison Magic Archer
Poison Magic Archer
Poison
Zap Poison
Zap Poison Magic Archer
Poison Zap Bandit Electro Wizard Magic Archer
Zap Poison Bandit Magic Archer
Poison Zap Bandit Magic Archer
Poison Zap Electro Wizard Magic Archer
Zap Electro Wizard Poison
Poison Zap Bandit Magic Archer
Zap Poison Electro Wizard Magic Archer
P.E.K.K.A
Poison Magic Archer
Zap Electro Wizard Bandit Magic Archer
Poison Zap Electro Wizard Magic Archer
Poison Knight Electro Wizard Magic Archer
Zap Poison Magic Archer
Zap Poison
P.E.K.K.A
Zap Poison Electro Wizard Magic Archer
Zap Poison Electro Wizard Magic Archer
Poison Zap Bandit Electro Wizard Magic Archer
P.E.K.K.A

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