My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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 Wizard Ram Rider Mega Knight Golden Knight

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.

Rage Tornado

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 Mega Knight Golden Knight

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 Ram Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado Mega Knight

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.

Mini P.E.K.K.A Rage Tornado Mega Knight

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.

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.

Rage Archers Tornado Mini P.E.K.K.A Golden Knight Wizard Ram Rider Mega Knight

Shortest cycle

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

12 Rage Archers Tornado Mini P.E.K.K.A

Attack Synergies 1 16

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
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A
Archers Wizard Rage Tornado Ram Rider Mega Knight
Wizard
Tornado Mini P.E.K.K.A Rage Ram Rider Mega Knight
Rage
Mini P.E.K.K.A Wizard Golden Knight
Tornado
Wizard Mini P.E.K.K.A Ram Rider Mega Knight
Ram Rider
Archers Mini P.E.K.K.A Wizard Tornado Mega Knight Golden Knight
Mega Knight
Archers Mini P.E.K.K.A Wizard Tornado Ram Rider
Golden Knight
Rage Ram Rider

Defense Synergies 1 11

Archers
Mini P.E.K.K.A Tornado Mega Knight Golden Knight
Mini P.E.K.K.A
Archers Wizard Tornado Ram Rider
Wizard
Tornado Mini P.E.K.K.A Mega Knight Golden Knight
Rage
Tornado
Wizard Archers Mini P.E.K.K.A Ram Rider Mega Knight
Ram Rider
Mini P.E.K.K.A Tornado
Mega Knight
Archers Wizard Tornado
Golden Knight
Archers 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.

Wizard Ram Rider Golden Knight
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A Tornado Ram Rider Mega Knight Archers
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A Tornado Mega Knight
Tornado Archers Mega Knight
Tornado Ram Rider Archers Wizard
Ram Rider Mega Knight Golden Knight
Mini P.E.K.K.A Tornado
Tornado Archers Mini P.E.K.K.A Mega Knight
Archers Wizard Tornado Ram Rider Mega Knight
Archers Wizard Tornado Ram Rider
Mini P.E.K.K.A Mega Knight Wizard Ram Rider
Wizard Mega Knight Mini P.E.K.K.A Tornado Golden Knight
Mini P.E.K.K.A Ram Rider Mega Knight
Tornado Mini P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Mini P.E.K.K.A Tornado
Mega Knight Archers Wizard Tornado Ram Rider Golden Knight
Wizard Tornado Archers Ram Rider Mega Knight
Mini P.E.K.K.A Tornado Ram Rider
Wizard Mega Knight Archers Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Archers
Archers Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Ram Rider Golden Knight
Mini P.E.K.K.A Mega Knight Tornado Ram Rider
Mini P.E.K.K.A Ram Rider Mega Knight
Wizard Archers Tornado Ram Rider
Mini P.E.K.K.A Archers Ram Rider
Mini P.E.K.K.A Mega Knight
Mega Knight Mini P.E.K.K.A Tornado
Mega Knight Mini P.E.K.K.A Golden Knight
Mega Knight Tornado
Mini P.E.K.K.A Mega Knight Wizard Ram Rider Golden Knight
Wizard Archers Mega Knight
Archers Mini P.E.K.K.A Tornado Golden Knight
Mega Knight Archers Mini P.E.K.K.A Wizard Golden Knight

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.)

Golden Knight
Tornado Ram Rider Golden Knight
Wizard Mega Knight
Wizard Tornado Ram Rider
Archers Wizard Tornado
Wizard Tornado Ram Rider
Wizard Tornado Ram Rider Golden Knight
Mini P.E.K.K.A Tornado
Wizard Tornado Ram Rider Golden Knight
Archers Wizard Tornado
Golden Knight
Wizard Golden Knight
Wizard Mega Knight
Tornado
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Wizard Mega Knight
Wizard Tornado Mega Knight Golden Knight
Mega Knight
Wizard Tornado
Tornado
Tornado Wizard Mega Knight
Wizard Tornado Ram Rider Golden Knight
Wizard Tornado Ram Rider Mega Knight Golden Knight
Tornado Golden Knight
Archers Wizard Tornado
Wizard
Mini P.E.K.K.A
Wizard Mega Knight
Mega Knight
Wizard
Archers
Archers Wizard Tornado Ram Rider
Mini P.E.K.K.A Wizard Mega Knight
Wizard
Tornado
Mega Knight
Tornado Golden Knight
Tornado
Tornado Mega Knight Golden Knight
Wizard Mega Knight

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