My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Dragon Electro Wizard

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.

Archers Knight Royal Recruits Electro Dragon P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Freeze

Punishments

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

Royal Recruits

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.

Knight Barbarians Royal Recruits P.E.K.K.A

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 Dragon Electro Wizard

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
Archers Royal Recruits
Giant Snowball
Archers Barbarians Royal Recruits Electro Dragon
Zap
Archers
Barbarian Barrel
Archers Knight Barbarians Royal Recruits Electro Wizard
The Log
Archers Barbarians Royal Recruits
Earthquake
Archers Barbarians
Arrows
Archers Royal Recruits
Royal Delivery
Archers Knight Barbarians Royal Recruits Electro Dragon P.E.K.K.A Electro Wizard
Fireball
Archers Barbarians Electro Dragon Electro Wizard
Poison
Archers Barbarians Royal Recruits Electro Dragon Electro Wizard
Lightning
Knight Electro Dragon Electro Wizard
Rocket
Barbarians Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Freeze Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Freeze Electro Dragon

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 Royal Recruits Freeze 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.

Barbarians 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.

Archers Knight Freeze Electro Wizard Barbarians Electro Dragon Royal Recruits P.E.K.K.A

Shortest cycle

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

14 Archers Knight Freeze Electro Wizard

Attack Synergies 2 8

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.

Archers
Knight Royal Recruits Electro Dragon P.E.K.K.A
Knight
Archers Electro Dragon Electro Wizard
Barbarians
Royal Recruits
Archers Electro Dragon Electro Wizard
Freeze
Electro Dragon
Archers Knight Royal Recruits P.E.K.K.A
P.E.K.K.A
Electro Wizard Archers Electro Dragon
Electro Wizard
P.E.K.K.A Knight Royal Recruits

Defense Synergies 3 6

Archers
Knight Royal Recruits P.E.K.K.A Electro Wizard
Knight
Archers Electro Dragon Electro Wizard
Barbarians
Royal Recruits
Archers
Freeze
Electro Wizard
Electro Dragon
Knight Electro Wizard
P.E.K.K.A
Archers Electro Wizard
Electro Wizard
Knight Archers Freeze Electro Dragon P.E.K.K.A

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 Royal Recruits Electro Dragon Electro Wizard
Barbarians P.E.K.K.A Knight Royal Recruits Electro Dragon Electro Wizard
Barbarians P.E.K.K.A Archers Knight Royal Recruits Freeze Electro Dragon Electro Wizard
Barbarians Royal Recruits P.E.K.K.A Knight Electro Dragon Electro Wizard
Barbarians Royal Recruits P.E.K.K.A
Freeze Archers Electro Dragon Electro Wizard
Electro Wizard Archers Freeze Electro Dragon
Barbarians Royal Recruits Electro Dragon P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Royal Recruits
Knight Archers Barbarians Royal Recruits Electro Wizard
Archers Barbarians Electro Wizard Knight Royal Recruits Freeze Electro Dragon
Archers Electro Dragon Electro Wizard
Barbarians Royal Recruits P.E.K.K.A Knight Freeze Electro Dragon Electro Wizard
Barbarians Royal Recruits Freeze Electro Dragon P.E.K.K.A Electro Wizard
Barbarians Royal Recruits P.E.K.K.A Knight Electro Wizard
Barbarians Royal Recruits Freeze P.E.K.K.A Electro Wizard
Barbarians Knight Royal Recruits Electro Dragon P.E.K.K.A Electro Wizard
Archers Knight Barbarians Royal Recruits Electro Dragon Electro Wizard
Freeze Archers Knight Barbarians Royal Recruits Electro Dragon Electro Wizard
Barbarians P.E.K.K.A Royal Recruits Electro Wizard
Royal Recruits Archers Knight Barbarians Electro Dragon 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 Barbarians Royal Recruits Archers P.E.K.K.A Electro Wizard
Electro Wizard Archers Knight Electro Dragon
Barbarians Royal Recruits P.E.K.K.A Knight Electro Dragon Electro Wizard
Royal Recruits P.E.K.K.A Knight Barbarians Electro Wizard
Barbarians Royal Recruits P.E.K.K.A Knight
Archers Freeze Electro Dragon Electro Wizard
Royal Recruits P.E.K.K.A Archers Knight Barbarians Electro Wizard
P.E.K.K.A Knight Barbarians Royal Recruits
Royal Recruits Freeze Electro Dragon P.E.K.K.A Electro Wizard Knight Barbarians
Royal Recruits P.E.K.K.A Barbarians
P.E.K.K.A Knight Barbarians Royal Recruits Electro Dragon
Royal Recruits P.E.K.K.A Barbarians Electro Wizard
Barbarians Royal Recruits P.E.K.K.A Knight
Royal Recruits Archers Barbarians Electro Dragon
Barbarians Royal Recruits Electro Dragon Electro Wizard Archers Knight Freeze P.E.K.K.A
Archers Barbarians Royal Recruits Freeze Electro Dragon P.E.K.K.A Electro Wizard
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.)

Knight Royal Recruits Freeze Electro Dragon
Electro Dragon Electro Wizard
Electro Dragon
Knight Barbarians Royal Recruits Freeze
Freeze Electro Dragon
Archers
Freeze Electro Dragon
Electro Dragon
Electro Dragon Electro Wizard
Knight Royal Recruits Electro Dragon Electro Wizard
Archers Electro Dragon
Knight
Freeze Electro Dragon
Electro Dragon
Royal Recruits Electro Dragon
Freeze
Archers Electro Dragon Electro Wizard
Electro Dragon
Barbarians Royal Recruits Electro Dragon
Freeze Electro Dragon
Electro Dragon Electro Wizard
Electro Dragon
Archers Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Freeze
Electro Dragon
Freeze Electro Dragon Electro Wizard
P.E.K.K.A
Electro Wizard Archers Barbarians Royal Recruits Freeze Electro Dragon
Archers Electro Dragon Electro Wizard
Freeze
Knight Electro Dragon Electro Wizard
Electro Dragon
Royal Recruits Electro Dragon P.E.K.K.A
Electro Dragon Royal Recruits Freeze Electro Wizard
Electro Dragon Electro Wizard
Electro Dragon Royal Recruits Freeze Electro Wizard
P.E.K.K.A
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: