My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

P.E.K.K.A Electro Wizard Magic Archer Golden Knight

Offensive cards

Win conditions

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

Mortar

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.

Mortar Golden Knight

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.

Mortar 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 Golden Knight

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

Guards P.E.K.K.A

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Mortar Fireball Electro Wizard Magic Archer Golden Knight P.E.K.K.A

Shortest cycle

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

13 Zap Guards Mortar Fireball

Attack Synergies 5 10

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
Fireball P.E.K.K.A Electro Wizard Mortar Guards Magic Archer
Mortar
Zap Fireball Golden Knight
Fireball
Zap Mortar Electro Wizard Magic Archer Golden Knight
Guards
Zap
P.E.K.K.A
Zap Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Fireball Magic Archer
Magic Archer
P.E.K.K.A Zap Fireball Electro Wizard Golden Knight
Golden Knight
Mortar Fireball Magic Archer

Defense Synergies 2 14

Zap
Fireball Electro Wizard Mortar Guards P.E.K.K.A Magic Archer Golden Knight
Mortar
Zap Fireball Guards Electro Wizard
Fireball
Zap Mortar Electro Wizard Golden Knight
Guards
Zap Mortar Electro Wizard Magic Archer
P.E.K.K.A
Zap Electro Wizard
Electro Wizard
Zap Mortar Fireball Guards P.E.K.K.A Magic Archer
Magic Archer
Zap Guards Electro Wizard
Golden Knight
Zap Fireball

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 Mortar Fireball Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Zap Mortar Electro Wizard
Mortar P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar Guards Electro Wizard
Fireball P.E.K.K.A
Fireball Zap Guards Electro Wizard Magic Archer
Electro Wizard Zap Mortar Fireball Magic Archer
Zap Fireball P.E.K.K.A Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Mortar
Guards Electro Wizard
Guards Electro Wizard Zap Fireball Magic Archer
Zap Fireball Electro Wizard Magic Archer
Mortar P.E.K.K.A Zap Fireball Guards Electro Wizard
Fireball Zap Mortar Guards P.E.K.K.A Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Mortar Electro Wizard
Zap Mortar Fireball P.E.K.K.A Electro Wizard
Mortar Fireball P.E.K.K.A Electro Wizard
Mortar Fireball Zap Guards Electro Wizard Magic Archer Golden Knight
Zap Mortar Fireball Guards Electro Wizard Magic Archer
P.E.K.K.A Mortar Electro Wizard
Fireball Guards 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.

Guards Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Mortar Magic Archer
Guards P.E.K.K.A Zap Electro Wizard Golden Knight
Guards P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Guards
Fireball Zap Electro Wizard Magic Archer
Guards P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mortar Fireball Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Guards Golden Knight
P.E.K.K.A Zap Fireball Guards Electro Wizard
P.E.K.K.A Fireball Guards Golden Knight
Fireball Magic Archer
Guards Electro Wizard Zap Mortar Fireball P.E.K.K.A Magic Archer Golden Knight
Zap Fireball P.E.K.K.A Electro Wizard Magic Archer Golden Knight
Zap Mortar 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 Mortar Guards Golden Knight
Mortar Fireball Zap Electro Wizard Magic Archer Golden Knight
Fireball Magic Archer
Fireball Guards
Fireball Zap Mortar Magic Archer
Fireball Zap Magic Archer
Mortar Magic Archer
Fireball Zap Magic Archer
Fireball Zap Mortar Golden Knight
Fireball Guards Electro Wizard
Zap Mortar Fireball Electro Wizard Magic Archer Golden Knight
Fireball Zap Magic Archer
Mortar Fireball Magic Archer Golden Knight
Mortar Fireball Magic Archer
Zap Mortar Fireball Magic Archer
Zap Mortar Fireball Magic Archer Golden Knight
Magic Archer Mortar Fireball
Mortar Fireball
Zap Mortar Fireball Electro Wizard Magic Archer
Zap Mortar Fireball Magic Archer Golden Knight
Fireball Magic Archer
Fireball
Zap Mortar Fireball
Zap Mortar Fireball Magic Archer
Mortar Fireball Zap Electro Wizard Magic Archer Golden Knight
Fireball Zap Mortar Magic Archer Golden Knight
Fireball Zap Mortar Magic Archer Golden Knight
Zap Fireball Electro Wizard Magic Archer
Zap Electro Wizard Fireball Guards
Fireball
Zap Mortar Fireball Magic Archer
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Electro Wizard Fireball Guards Magic Archer
Fireball Zap Electro Wizard Magic Archer
Fireball
Fireball Electro Wizard Magic Archer
Zap Mortar Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Fireball Guards Electro Wizard Magic Archer Golden Knight
Zap Fireball Electro Wizard Magic Archer
Zap Mortar Fireball Electro Wizard Magic Archer Golden Knight
P.E.K.K.A
Fireball Mortar

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