My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Witch Electro Wizard Ram Rider

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 Witch P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Arrows

Punishments

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

Mini P.E.K.K.A Ram Rider

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.

Mini P.E.K.K.A P.E.K.K.A Ram Rider

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.

Mini P.E.K.K.A Electro Wizard Ram Rider

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 Ram Rider
Giant Snowball
Archers Witch Ram Rider
Zap
Archers Witch Ram Rider
Barbarian Barrel
Archers Witch Electro Wizard
The Log
Archers Mini P.E.K.K.A Witch Ram Rider
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard Ram Rider
Fireball
Archers Witch Electro Wizard Ram Rider
Poison
Archers Witch Electro Wizard
Lightning
Mini P.E.K.K.A Witch Electro Wizard Ram Rider
Rocket
Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Mini P.E.K.K.A 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.

Witch 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 Archers Arrows Mini P.E.K.K.A Electro Wizard Witch Ram Rider P.E.K.K.A

Shortest cycle

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

12 Zap Archers Arrows Mini P.E.K.K.A

Attack Synergies 6 15

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 P.E.K.K.A Electro Wizard Ram Rider Archers Mini P.E.K.K.A Witch
Archers
Zap Arrows Mini P.E.K.K.A P.E.K.K.A Ram Rider
Arrows
Zap P.E.K.K.A Archers Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A
Zap Archers Arrows Electro Wizard Ram Rider
Witch
Zap P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Arrows Electro Wizard Archers Witch Ram Rider
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Ram Rider
Ram Rider
Zap Archers Arrows Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard

Defense Synergies 3 16

Zap
Mini P.E.K.K.A Electro Wizard Archers Arrows Witch P.E.K.K.A Ram Rider
Archers
Zap Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap Electro Wizard Archers Arrows Witch Ram Rider
Witch
Zap Archers Mini P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Archers Arrows Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Archers Witch P.E.K.K.A Ram Rider
Ram Rider
Zap Mini P.E.K.K.A 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 Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Zap Witch Electro Wizard Ram Rider
Mini P.E.K.K.A Witch P.E.K.K.A Ram Rider Archers Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard Ram Rider
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Archers Electro Wizard
Electro Wizard Ram Rider Zap Archers Arrows Witch
Zap Arrows P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A Witch P.E.K.K.A
Archers Mini P.E.K.K.A Electro Wizard
Archers Witch Electro Wizard Zap Arrows Ram Rider
Arrows Zap Archers Witch Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Zap Witch Electro Wizard Ram Rider
Zap Arrows Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard Ram Rider
Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard Ram Rider
Arrows Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Arrows Zap Archers Witch Electro Wizard Ram Rider
Zap Arrows Witch Archers Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Electro Wizard Ram Rider
Archers Arrows Mini P.E.K.K.A Witch 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.

Mini P.E.K.K.A Zap Archers Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Arrows Mini P.E.K.K.A
P.E.K.K.A Zap Mini P.E.K.K.A Witch Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Zap Electro Wizard Ram Rider
P.E.K.K.A Mini P.E.K.K.A Witch Ram Rider
Arrows Zap Archers Witch Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Archers Witch Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Witch
P.E.K.K.A Zap Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Witch Ram Rider
Archers Witch
Witch Electro Wizard Zap Archers Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Archers Mini P.E.K.K.A Witch P.E.K.K.A 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.)

Arrows
Arrows Zap Electro Wizard Ram Rider
Arrows
Arrows
Zap Arrows
Arrows Zap Witch Ram Rider
Archers Arrows Witch
Arrows Zap Ram Rider
Arrows Zap Ram Rider
Mini P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard Ram Rider
Zap Archers Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Zap Archers Arrows Mini P.E.K.K.A Electro Wizard
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch Electro Wizard Ram Rider
Zap Arrows Witch Ram Rider
Zap Arrows
Zap Archers Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Mini P.E.K.K.A
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Archers Witch
Zap Archers Arrows Witch Electro Wizard Ram Rider
Arrows
Mini P.E.K.K.A Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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