My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Royal Ghost 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.

Arrows 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Royal Ghost 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Royal Ghost Fireball Battle Ram Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

13 Arrows Knight Royal Ghost Fireball

Attack Synergies 6 14

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.

Arrows
Fireball P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Arrows Fireball Electro Wizard Magic Archer
Fireball
Arrows Knight Battle Ram Electro Wizard Magic Archer
Battle Ram
Knight Magic Archer Arrows Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Magic Archer Battle Ram
Royal Ghost
Battle Ram Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Knight Fireball Battle Ram Royal Ghost Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Knight Fireball Royal Ghost Electro Wizard

Defense Synergies 2 8

Arrows
Knight Fireball P.E.K.K.A
Knight
Electro Wizard Magic Archer Arrows Fireball
Fireball
Arrows Knight Electro Wizard
Battle Ram
P.E.K.K.A
Arrows Electro Wizard
Royal Ghost
Electro Wizard
Electro Wizard
Knight Fireball P.E.K.K.A Royal Ghost Magic Archer
Magic Archer
Knight 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.

Knight Fireball Electro Wizard Magic Archer
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Royal Ghost Electro Wizard Magic Archer
Electro Wizard Arrows Fireball Magic Archer
Arrows Fireball P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A
Knight Royal Ghost Electro Wizard
Electro Wizard Arrows Knight Fireball Royal Ghost Magic Archer
Arrows Fireball Electro Wizard Magic Archer
P.E.K.K.A Knight Fireball Electro Wizard
Fireball Arrows P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Knight Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Arrows Knight Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Knight Royal Ghost Electro Wizard Magic Archer
Arrows Knight Fireball Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Royal Ghost Arrows Knight Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Fireball P.E.K.K.A Royal Ghost Electro Wizard
Fireball Electro Wizard Arrows Knight Royal Ghost Magic Archer
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight
Arrows Fireball Electro Wizard Magic Archer
P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Fireball Magic Archer
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Arrows Fireball Electro Wizard
P.E.K.K.A Knight Fireball
Fireball Magic Archer
Electro Wizard Knight Fireball P.E.K.K.A Magic Archer
Arrows Fireball P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
Arrows 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 Arrows Knight Royal Ghost
Arrows Fireball Royal Ghost Electro Wizard Magic Archer
Arrows Fireball Magic Archer
Arrows Knight Fireball
Fireball Arrows Magic Archer
Arrows Fireball Magic Archer
Arrows Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball
Fireball Electro Wizard
Arrows Knight Fireball Electro Wizard Magic Archer
Fireball Arrows Magic Archer
Knight Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball Magic Archer
Magic Archer Arrows Fireball
Arrows Fireball
Arrows Fireball Electro Wizard Magic Archer
Arrows Fireball Magic Archer
Fireball Magic Archer
Arrows Fireball
Arrows Fireball
Arrows Fireball Magic Archer
Arrows Fireball Royal Ghost Electro Wizard Magic Archer
Fireball Arrows Magic Archer
Fireball Arrows Magic Archer
Arrows Fireball Electro Wizard Magic Archer
Electro Wizard Fireball
Fireball
Arrows Fireball Magic Archer
Arrows Fireball Electro Wizard Magic Archer
P.E.K.K.A
Arrows Fireball Magic Archer
Electro Wizard Fireball Magic Archer
Fireball Arrows Electro Wizard Magic Archer
Arrows Fireball
Fireball Knight Electro Wizard Magic Archer
Arrows Fireball Magic Archer
Arrows Fireball
P.E.K.K.A
Fireball Electro Wizard Magic Archer
Fireball Electro Wizard Magic Archer
Fireball Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A
Fireball

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