My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Bats 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.

Bats Zap 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.

11 Bats Zap Royal Ghost Fireball

Attack Synergies 7 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.

Bats
Zap Battle Ram P.E.K.K.A
Zap
Fireball Battle Ram P.E.K.K.A Electro Wizard Bats Royal Ghost Magic Archer
Fireball
Zap Battle Ram Electro Wizard Magic Archer
Battle Ram
Zap Magic Archer Bats Fireball P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer Bats Battle Ram
Royal Ghost
Zap Battle Ram Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Royal Ghost Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Fireball Royal Ghost Electro Wizard

Defense Synergies 2 10

Bats
Zap P.E.K.K.A Electro Wizard
Zap
Fireball Electro Wizard Bats P.E.K.K.A Royal Ghost Magic Archer
Fireball
Zap Electro Wizard
Battle Ram
P.E.K.K.A
Bats Zap Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Bats Fireball P.E.K.K.A Royal Ghost Magic Archer
Magic Archer
Zap 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 Fireball Electro Wizard Magic Archer
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
Fireball P.E.K.K.A
Fireball Bats Zap Royal Ghost Electro Wizard Magic Archer
Bats Electro Wizard Zap Fireball Magic Archer
Zap Fireball P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A
Royal Ghost Electro Wizard
Bats Electro Wizard Zap Fireball Royal Ghost Magic Archer
Bats Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A Bats Zap Fireball Electro Wizard
Fireball Bats Zap P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Bats Fireball P.E.K.K.A Electro Wizard
Fireball Bats Zap Royal Ghost Electro Wizard Magic Archer
Zap Bats Fireball Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Royal Ghost Bats 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.

Zap Fireball P.E.K.K.A Royal Ghost Electro Wizard
Fireball Electro Wizard Zap Royal Ghost Magic Archer
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Bats Zap Electro Wizard Magic Archer
P.E.K.K.A Bats Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Fireball Magic Archer
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball
Fireball Magic Archer
Electro Wizard Bats Zap Fireball P.E.K.K.A Magic Archer
Bats Zap Fireball P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
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 Magic Archer Royal Ghost
Fireball Zap Royal Ghost Electro Wizard Magic Archer
Fireball Magic Archer
Fireball
Fireball Zap Magic Archer
Fireball Bats Zap Magic Archer
Magic Archer
Fireball Zap Magic Archer
Fireball Zap
Bats Fireball Electro Wizard
Zap Fireball Electro Wizard Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball
Fireball
Bats
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Magic Archer
Fireball Zap Royal Ghost Electro Wizard Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Bats Zap Fireball Electro Wizard Magic Archer
Zap Electro Wizard Bats Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Electro Wizard Bats Fireball Magic Archer
Fireball Zap Electro Wizard Magic Archer
Fireball
Fireball Electro Wizard Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Electro Wizard Magic Archer
Bats Zap Fireball Electro Wizard Magic Archer
Zap Fireball Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A
Fireball

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