My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Knight Wizard P.E.K.K.A 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.

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.

Knight 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Bats Arrows Knight Guards 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Knight Guards Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 5 13

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.

Bats
Knight Zap P.E.K.K.A Ram Rider
Zap
Arrows P.E.K.K.A Ram Rider Bats Knight Guards
Arrows
Zap P.E.K.K.A Knight Ram Rider
Knight
Bats Zap Arrows Wizard Ram Rider
Wizard
Knight P.E.K.K.A Ram Rider
Guards
Zap Ram Rider
P.E.K.K.A
Zap Arrows Bats Wizard Ram Rider
Ram Rider
Zap Bats Arrows Knight Wizard Guards P.E.K.K.A

Defense Synergies 1 12

Bats
Knight Zap P.E.K.K.A
Zap
Bats Arrows Knight Guards P.E.K.K.A Ram Rider
Arrows
Zap Knight P.E.K.K.A
Knight
Bats Zap Arrows Wizard
Wizard
Knight Guards P.E.K.K.A
Guards
Zap Wizard
P.E.K.K.A
Bats Zap Arrows Wizard
Ram Rider
Zap

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 Knight Wizard Ram Rider
P.E.K.K.A Bats Zap Knight Ram Rider
P.E.K.K.A Ram Rider Bats Knight
P.E.K.K.A Bats Knight Guards Ram Rider
Arrows P.E.K.K.A
Arrows Bats Zap Guards
Bats Ram Rider Zap Arrows Wizard
Zap Arrows P.E.K.K.A Ram Rider
P.E.K.K.A
Knight Guards
Bats Guards Zap Arrows Knight Wizard Ram Rider
Arrows Bats Zap Wizard Ram Rider
P.E.K.K.A Bats Zap Knight Wizard Guards Ram Rider
Wizard Bats Zap Arrows Guards P.E.K.K.A
P.E.K.K.A Knight Ram Rider
Zap P.E.K.K.A Ram Rider
Wizard Bats Arrows Knight P.E.K.K.A
Arrows Bats Zap Knight Wizard Guards Ram Rider
Zap Arrows Wizard Bats Knight Guards Ram Rider
P.E.K.K.A Ram Rider
Wizard Bats Arrows Knight Guards P.E.K.K.A
P.E.K.K.A Guards

Counters to secondary win conditions

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

Knight Guards Zap P.E.K.K.A
Zap Arrows Knight Wizard
Guards P.E.K.K.A Bats Zap Knight Ram Rider
Guards P.E.K.K.A Bats Zap Knight Ram Rider
P.E.K.K.A Knight Guards Ram Rider
Arrows Wizard Bats Zap Ram Rider
Guards P.E.K.K.A Bats Knight Ram Rider
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight
P.E.K.K.A Guards
P.E.K.K.A Bats Knight Guards
P.E.K.K.A Zap Arrows Guards
P.E.K.K.A Knight Wizard Guards Ram Rider
Wizard
Guards Bats Zap Knight P.E.K.K.A
Bats Arrows Zap Wizard P.E.K.K.A
Zap Arrows

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 Knight Guards
Arrows Zap Ram Rider
Arrows
Arrows Knight Guards
Wizard Zap Arrows
Arrows Wizard Bats Zap Ram Rider
Arrows Wizard
Arrows Zap Wizard Ram Rider
Arrows Zap Wizard Ram Rider
Bats Guards
Zap Arrows Knight Wizard Ram Rider
Zap Arrows Wizard
Knight
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Bats
Zap Arrows Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Ram Rider
Zap Arrows Wizard Ram Rider
Zap Arrows
Bats Zap Arrows Wizard
Zap Bats Wizard Guards
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Bats Guards
Zap Arrows Wizard Ram Rider
Arrows
Knight Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Bats Guards
Bats Zap
Zap
P.E.K.K.A
Wizard

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