My Best Clash Royale Deck

Deck Check Rating

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

3 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Battle Ram 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 Rage

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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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 Goblin Machine

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Goblin Machine

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 Battle Ram Rage Guards P.E.K.K.A Goblin Machine

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.

Minions 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Minions Guards Battle Ram Electro Wizard Goblin Machine P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Minions Guards

Attack Synergies 3 7

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 Battle Ram
Minions
Rage Battle Ram P.E.K.K.A
Battle Ram
Arrows Minions P.E.K.K.A Electro Wizard
Rage
Minions Electro Wizard Goblin Machine
Guards
P.E.K.K.A
Arrows Electro Wizard Minions Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram Rage
Goblin Machine
Rage

Defense Synergies 0 5

Arrows
P.E.K.K.A
Minions
P.E.K.K.A Electro Wizard
Battle Ram
Rage
Guards
Electro Wizard
P.E.K.K.A
Arrows Minions Electro Wizard
Electro Wizard
Minions Guards P.E.K.K.A
Goblin Machine

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.

Minions Electro Wizard
P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Minions Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Minions Guards Electro Wizard
Minions Electro Wizard Arrows
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Minions
Guards Electro Wizard
Minions Guards Electro Wizard Arrows
Arrows Minions Electro Wizard
P.E.K.K.A Minions Guards Electro Wizard
Arrows Minions Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Minions P.E.K.K.A Electro Wizard
Arrows Minions Guards Electro Wizard
Arrows Minions Guards Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Minions 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.

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows
Guards P.E.K.K.A Minions Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
Arrows Minions Electro Wizard
Guards P.E.K.K.A Minions Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Minions
P.E.K.K.A Guards
P.E.K.K.A Minions Guards
P.E.K.K.A Arrows Guards Electro Wizard
P.E.K.K.A Guards
Guards Electro Wizard Minions P.E.K.K.A
Arrows Minions P.E.K.K.A Electro Wizard
Arrows 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 Guards
Arrows Electro Wizard
Arrows
Arrows Guards
Arrows
Arrows Minions Goblin Machine
Arrows
Arrows
Arrows
Minions Guards Electro Wizard
Arrows Electro Wizard Goblin Machine
Arrows
Arrows Minions
Arrows
Arrows
Arrows
Arrows
Minions
Arrows Electro Wizard Goblin Machine
Arrows Goblin Machine
Minions
Arrows
Arrows
Arrows Goblin Machine
Arrows Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Minions Guards
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Minions Guards
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
P.E.K.K.A
Minions Guards Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A

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