My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

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

Firecracker P.E.K.K.A Royal Ghost Electro Wizard Magic Archer

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.

Arrows Royal Delivery

Punishments

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

Royal Ghost

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.

P.E.K.K.A Royal Ghost 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.

Firecracker Royal Ghost Electro Wizard Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Royal Delivery Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Delivery Royal Ghost 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.

Arrows Royal Delivery 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.

Arrows Cannon Firecracker Royal Delivery Royal Ghost Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

12 Arrows Cannon Firecracker Royal Delivery

Attack Synergies 3 4

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.

Arrows
P.E.K.K.A
Cannon
Firecracker
P.E.K.K.A
Royal Delivery
P.E.K.K.A
Arrows Electro Wizard Magic Archer Firecracker
Royal Ghost
Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Royal Ghost Magic Archer
Magic Archer
P.E.K.K.A Royal Ghost Electro Wizard

Defense Synergies 2 16

Arrows
Cannon Royal Delivery P.E.K.K.A
Cannon
Royal Delivery Arrows Firecracker Royal Ghost Electro Wizard Magic Archer
Firecracker
Cannon Royal Delivery P.E.K.K.A Electro Wizard
Royal Delivery
Cannon Electro Wizard Arrows Firecracker P.E.K.K.A Royal Ghost Magic Archer
P.E.K.K.A
Arrows Firecracker Royal Delivery Electro Wizard
Royal Ghost
Cannon Royal Delivery Electro Wizard
Electro Wizard
Royal Delivery Cannon Firecracker P.E.K.K.A Royal Ghost Magic Archer
Magic Archer
Cannon Royal Delivery 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.

Cannon Firecracker Electro Wizard Magic Archer
P.E.K.K.A Cannon Firecracker Royal Delivery Electro Wizard
Cannon P.E.K.K.A Royal Delivery Electro Wizard
Cannon P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker Royal Delivery P.E.K.K.A
Arrows Royal Delivery Cannon Firecracker Royal Ghost Electro Wizard Magic Archer
Electro Wizard Arrows Cannon Firecracker Royal Delivery Magic Archer
Arrows Cannon P.E.K.K.A Electro Wizard Magic Archer
Cannon P.E.K.K.A
Cannon Firecracker Royal Delivery Royal Ghost Electro Wizard
Electro Wizard Arrows Cannon Firecracker Royal Delivery Royal Ghost Magic Archer
Arrows Firecracker Royal Delivery Electro Wizard Magic Archer
Cannon P.E.K.K.A Royal Delivery Electro Wizard
Arrows Cannon Firecracker Royal Delivery P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Cannon Electro Wizard
Cannon Royal Delivery P.E.K.K.A Electro Wizard
Arrows Cannon Firecracker Royal Delivery P.E.K.K.A Electro Wizard
Arrows Cannon Royal Delivery Firecracker Royal Ghost Electro Wizard Magic Archer
Arrows Royal Delivery Cannon Firecracker Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Cannon Electro Wizard
Royal Ghost Arrows Cannon Firecracker Royal Delivery 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.

Royal Delivery P.E.K.K.A Royal Ghost Electro Wizard
Royal Delivery Electro Wizard Arrows Firecracker Royal Ghost Magic Archer
Royal Delivery P.E.K.K.A Electro Wizard
P.E.K.K.A Royal Delivery Electro Wizard
P.E.K.K.A Cannon Royal Delivery
Arrows Firecracker Royal Delivery Electro Wizard Magic Archer
Royal Delivery P.E.K.K.A Electro Wizard
P.E.K.K.A Royal Delivery
Royal Delivery P.E.K.K.A Electro Wizard Firecracker Magic Archer
P.E.K.K.A Cannon Royal Delivery
P.E.K.K.A
P.E.K.K.A Arrows Royal Delivery Electro Wizard
Royal Delivery P.E.K.K.A Cannon
Cannon Firecracker Magic Archer
Electro Wizard Firecracker Royal Delivery P.E.K.K.A Magic Archer
Arrows Cannon Firecracker Royal Delivery P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
Arrows Cannon Royal Delivery 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.)

Magic Archer Arrows Firecracker Royal Ghost
Arrows Firecracker Royal Ghost Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Firecracker
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker
Electro Wizard
Firecracker Arrows Electro Wizard Magic Archer
Arrows Firecracker Magic Archer
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker
Arrows
Arrows Firecracker Electro Wizard Magic Archer
Arrows Firecracker Magic Archer
Magic Archer
Arrows
Arrows
Arrows Firecracker Magic Archer
Arrows Firecracker Royal Ghost Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Firecracker Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker
Arrows Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Arrows Firecracker Magic Archer
Electro Wizard Magic Archer
Arrows Firecracker Electro Wizard Magic Archer
Arrows
Firecracker Electro Wizard Magic Archer
Arrows Firecracker Magic Archer
Arrows
Firecracker P.E.K.K.A
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A
Firecracker

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