My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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

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 Arrows Void

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.

Void

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

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

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
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Knight Battle Ram P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Battle Ram Electro Wizard
Poison
Electro Wizard
Lightning
Knight Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Royal Ghost

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Void Royal Ghost Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Void

Attack Synergies 9 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.

Zap
Arrows Battle Ram Void P.E.K.K.A Electro Wizard Knight Royal Ghost
Arrows
Zap Void P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Zap Arrows Electro Wizard
Battle Ram
Zap Knight Arrows P.E.K.K.A Royal Ghost Electro Wizard
Void
Zap Arrows
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram
Royal Ghost
Zap Battle Ram Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram Royal Ghost

Defense Synergies 3 9

Zap
Electro Wizard Arrows Knight Void P.E.K.K.A Royal Ghost
Arrows
Void Zap Knight P.E.K.K.A
Knight
Electro Wizard Zap Arrows
Battle Ram
Void
Arrows Zap
P.E.K.K.A
Zap Arrows Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Knight P.E.K.K.A Royal Ghost

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 Knight Void Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Void Electro Wizard
P.E.K.K.A Knight Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Void
Zap Arrows Void P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Knight Royal Ghost
Arrows Zap Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
Zap Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Knight P.E.K.K.A Electro Wizard
Arrows Zap Knight Royal Ghost Electro Wizard
Zap Arrows Knight Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Arrows Knight 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 Zap Void P.E.K.K.A Royal Ghost Electro Wizard
Void Electro Wizard Zap Arrows Knight Royal Ghost
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight
Arrows Zap Electro Wizard
P.E.K.K.A Knight Void Electro Wizard
P.E.K.K.A Knight
Zap Void P.E.K.K.A Electro Wizard Knight
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows Void Electro Wizard
P.E.K.K.A Knight
Electro Wizard Zap Knight P.E.K.K.A
Arrows Zap P.E.K.K.A Royal Ghost Electro Wizard
Zap Arrows Void 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.)

Void Arrows Knight Royal Ghost
Arrows Void Zap Royal Ghost Electro Wizard
Arrows Void
Arrows Knight Void
Zap Arrows
Arrows Zap
Arrows
Arrows Zap
Arrows Void Zap
Void Electro Wizard
Void Zap Arrows Knight Electro Wizard
Void Zap Arrows
Knight Void
Arrows Void
Zap Arrows
Zap Arrows
Arrows
Arrows
Void Zap Arrows Electro Wizard
Zap Arrows Void
Void
Arrows Void
Void
Zap Arrows Void
Zap Arrows
Arrows Void Zap Royal Ghost Electro Wizard
Void Zap Arrows
Void Zap Arrows
Zap Arrows Void Electro Wizard
Zap Electro Wizard Void
Void
Void Zap Arrows
Zap Void Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Void
Zap Arrows Electro Wizard
Arrows
Void Knight Electro Wizard
Arrows Zap
Void Zap Arrows
P.E.K.K.A
Zap Electro Wizard
Zap Void Electro Wizard
Void Zap Royal Ghost Electro Wizard
P.E.K.K.A
Void
Void

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