My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Wizard 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 Wizard 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.

Battle Ram

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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

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 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 Guards
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards
Barbarian Barrel
Knight Battle Ram Wizard Guards Electro Wizard
The Log
Battle Ram Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Knight Battle Ram Wizard Guards P.E.K.K.A Electro Wizard
Fireball
Battle Ram Wizard Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Knight Battle Ram Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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 Guards P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball Wizard 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 Knight Guards Fireball Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

13 Arrows Knight Guards Fireball

Attack Synergies 4 10

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
Fireball P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Arrows Fireball Wizard Electro Wizard
Fireball
Arrows Knight Battle Ram Electro Wizard
Battle Ram
Knight Arrows Fireball P.E.K.K.A Electro Wizard
Wizard
Knight P.E.K.K.A
Guards
P.E.K.K.A
Arrows Electro Wizard Battle Ram Wizard
Electro Wizard
P.E.K.K.A Knight Fireball Battle Ram

Defense Synergies 1 11

Arrows
Knight Fireball P.E.K.K.A
Knight
Electro Wizard Arrows Fireball Wizard
Fireball
Arrows Knight Electro Wizard
Battle Ram
Wizard
Knight Guards P.E.K.K.A Electro Wizard
Guards
Wizard Electro Wizard
P.E.K.K.A
Arrows Wizard Electro Wizard
Electro Wizard
Knight Fireball Wizard Guards 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 Fireball Wizard Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Guards Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Guards Electro Wizard
Electro Wizard Arrows Fireball Wizard
Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Guards Electro Wizard
Guards Electro Wizard Arrows Knight Fireball Wizard
Arrows Fireball Wizard Electro Wizard
P.E.K.K.A Knight Fireball Wizard Guards Electro Wizard
Fireball Wizard Arrows Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Wizard Arrows Knight Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Knight Wizard Guards Electro Wizard
Arrows Wizard Knight Fireball Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Knight Fireball Guards 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 Guards Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Knight Wizard
Guards P.E.K.K.A Knight Electro Wizard
Guards P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight Guards
Arrows Fireball Wizard Electro Wizard
Guards P.E.K.K.A Knight Fireball Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Fireball
P.E.K.K.A Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Arrows Fireball Guards Electro Wizard
P.E.K.K.A Knight Fireball Wizard Guards
Wizard Fireball
Guards Electro Wizard Knight Fireball P.E.K.K.A
Arrows Fireball Wizard P.E.K.K.A Electro Wizard
Arrows Fireball 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.)

Fireball Arrows Knight Guards
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Knight Fireball Guards
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Guards Electro Wizard
Arrows Knight Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Electro Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard Guards
Fireball
Arrows Fireball Wizard
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Electro Wizard Fireball Guards
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Knight Wizard Electro Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard

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