My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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 Little Prince

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 Battle Ram P.E.K.K.A Electro Wizard Magic Archer Little Prince

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 The Log

Punishments

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

Battle Ram

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.

Battle Ram P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log 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.

Battle Ram 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.

Skeletons Zap The Log Little Prince Battle Ram Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

8 Skeletons Zap The Log Little Prince

Attack Synergies 7 9

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
Zap
Battle Ram P.E.K.K.A Electro Wizard The Log Magic Archer Little Prince
Battle Ram
Zap The Log Magic Archer P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram The Log
The Log
Battle Ram Zap P.E.K.K.A Magic Archer Little Prince
Electro Wizard
Zap P.E.K.K.A Battle Ram Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap The Log Electro Wizard
Little Prince
Zap The Log

Defense Synergies 2 16

Skeletons
Zap P.E.K.K.A The Log Electro Wizard Magic Archer Little Prince
Zap
Electro Wizard Skeletons P.E.K.K.A The Log Magic Archer Little Prince
Battle Ram
P.E.K.K.A
The Log Skeletons Zap Electro Wizard
The Log
P.E.K.K.A Skeletons Zap Electro Wizard Magic Archer Little Prince
Electro Wizard
Zap Skeletons P.E.K.K.A The Log Magic Archer Little Prince
Magic Archer
Skeletons Zap The Log Electro Wizard
Little Prince
Skeletons Zap The Log 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 The Log Electro Wizard Magic Archer
P.E.K.K.A Skeletons Zap The Log Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A The Log
The Log Skeletons Zap Electro Wizard Magic Archer
Electro Wizard Zap Magic Archer Little Prince
Zap P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Skeletons
Skeletons Electro Wizard Little Prince
Electro Wizard Skeletons Zap The Log Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A Skeletons Zap The Log Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A The Log Electro Wizard
Skeletons P.E.K.K.A Electro Wizard
Zap The Log Electro Wizard Magic Archer Little Prince
Zap The Log Electro Wizard Magic Archer Little Prince
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap The Log Magic Archer
P.E.K.K.A Skeletons Zap The Log Electro Wizard
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Skeletons
Skeletons Zap Electro Wizard Magic Archer
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons The Log Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Skeletons
Magic Archer
Electro Wizard Skeletons Zap P.E.K.K.A The Log Magic Archer Little Prince
Zap P.E.K.K.A The Log 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.)

Magic Archer The Log
Zap The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log
Zap The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Electro Wizard
Zap The Log Electro Wizard Magic Archer
Zap Magic Archer
The Log Magic Archer
Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Magic Archer The Log
Zap The Log Electro Wizard Magic Archer
Zap The Log Magic Archer Little Prince
The Log Magic Archer
The Log
Zap The Log
Zap The Log Magic Archer Little Prince
The Log Zap Electro Wizard Magic Archer
Zap The Log Magic Archer
Zap The Log Magic Archer
Zap Electro Wizard Magic Archer Little Prince
Zap Electro Wizard
Zap The Log Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
The Log Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
The Log
Electro Wizard Magic Archer
The Log Zap Magic Archer
Zap
P.E.K.K.A
Zap The Log Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap The Log Electro Wizard Magic Archer Little Prince
P.E.K.K.A

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