My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Wizard Electro Wizard

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.

Knight Wizard P.E.K.K.A Electro Wizard Golden Knight

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

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

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 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.

Arrows Knight Cannon Guards Electro Wizard Golden Knight Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Cannon Guards

Attack Synergies 2 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 Knight
Knight
Arrows Wizard Electro Wizard
Cannon
Wizard
Knight P.E.K.K.A
Guards
P.E.K.K.A
Arrows Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Knight
Golden Knight

Defense Synergies 2 14

Arrows
Knight Cannon P.E.K.K.A Golden Knight
Knight
Cannon Electro Wizard Arrows Wizard
Cannon
Knight Arrows Wizard Guards Electro Wizard
Wizard
Knight Cannon Guards P.E.K.K.A Electro Wizard Golden Knight
Guards
Cannon Wizard Electro Wizard
P.E.K.K.A
Arrows Wizard Electro Wizard
Electro Wizard
Knight Cannon Wizard Guards P.E.K.K.A
Golden Knight
Arrows 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.

Knight Cannon Wizard Electro Wizard Golden Knight
P.E.K.K.A Knight Cannon Electro Wizard
Cannon P.E.K.K.A Knight Electro Wizard
Cannon P.E.K.K.A Knight Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Cannon Guards Electro Wizard
Electro Wizard Arrows Cannon Wizard
Arrows Cannon P.E.K.K.A Electro Wizard Golden Knight
Cannon P.E.K.K.A
Knight Guards Cannon Electro Wizard
Guards Electro Wizard Arrows Knight Cannon Wizard
Arrows Wizard Electro Wizard
Cannon P.E.K.K.A Knight Wizard Guards Electro Wizard
Wizard Arrows Cannon Guards P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Knight Cannon Electro Wizard
Cannon P.E.K.K.A Electro Wizard
Wizard Arrows Knight Cannon P.E.K.K.A Electro Wizard
Arrows Cannon Knight Wizard Guards Electro Wizard Golden Knight
Arrows Wizard Knight Cannon Guards Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Wizard Arrows Knight Cannon Guards 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.

Knight Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Wizard
Guards P.E.K.K.A Knight Electro Wizard Golden Knight
Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Cannon Guards
Arrows Wizard Electro Wizard
Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight
P.E.K.K.A Cannon Guards
P.E.K.K.A Knight Guards Golden Knight
P.E.K.K.A Arrows Guards Electro Wizard
P.E.K.K.A Knight Cannon Wizard Guards Golden Knight
Wizard Cannon
Guards Electro Wizard Knight P.E.K.K.A Golden Knight
Arrows Cannon Wizard P.E.K.K.A Electro Wizard Golden Knight
Arrows Cannon 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 Knight Guards Golden Knight
Arrows Electro Wizard Golden Knight
Arrows
Arrows Knight Guards
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard Golden Knight
Guards Electro Wizard
Arrows Knight Wizard Electro Wizard Golden Knight
Arrows Wizard
Knight Golden Knight
Arrows
Arrows
Arrows Wizard Golden Knight
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard Golden Knight
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Electro Wizard Golden Knight
Arrows Wizard Golden Knight
Arrows Golden Knight
Arrows Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Guards
Arrows Wizard Electro Wizard
Arrows
Knight Wizard Electro Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Guards Electro Wizard Golden Knight
Electro Wizard
Electro Wizard Golden Knight
P.E.K.K.A
Wizard

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