My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Knight 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Knight Battle Ram 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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Knight Cannon Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Knight Cannon

Attack Synergies 6 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.

Skeletons
Zap
Fireball Battle Ram P.E.K.K.A Electro Wizard Knight
Knight
Battle Ram Zap Fireball Electro Wizard
Cannon
Fireball
Zap Knight Battle Ram Electro Wizard
Battle Ram
Zap Knight Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Battle Ram
Electro Wizard
Zap P.E.K.K.A Knight Fireball Battle Ram

Defense Synergies 6 11

Skeletons
Cannon Zap Knight P.E.K.K.A Electro Wizard
Zap
Cannon Fireball Electro Wizard Skeletons Knight P.E.K.K.A
Knight
Cannon Electro Wizard Skeletons Zap Fireball
Cannon
Skeletons Zap Knight Fireball Electro Wizard
Fireball
Zap Knight Cannon Electro Wizard
Battle Ram
P.E.K.K.A
Skeletons Zap Electro Wizard
Electro Wizard
Zap Knight Skeletons Cannon Fireball 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.

Zap Knight Cannon Fireball Electro Wizard
P.E.K.K.A Skeletons Zap Knight Cannon Electro Wizard
Cannon P.E.K.K.A Skeletons Knight Electro Wizard
Cannon P.E.K.K.A Skeletons Knight Electro Wizard
Fireball P.E.K.K.A
Fireball Skeletons Zap Cannon Electro Wizard
Electro Wizard Zap Cannon Fireball
Zap Cannon Fireball P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Skeletons
Knight Skeletons Cannon Electro Wizard
Electro Wizard Skeletons Zap Knight Cannon Fireball
Zap Fireball Electro Wizard
Cannon P.E.K.K.A Skeletons Zap Knight Fireball Electro Wizard
Fireball Zap Cannon P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Cannon Electro Wizard
Zap Cannon Fireball P.E.K.K.A Electro Wizard
Skeletons Knight Cannon Fireball P.E.K.K.A Electro Wizard
Cannon Fireball Zap Knight Electro Wizard
Zap Knight Cannon Fireball Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Knight Cannon Fireball 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 Skeletons Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Knight
P.E.K.K.A Skeletons Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Fireball Electro Wizard
P.E.K.K.A Skeletons Knight Cannon
Fireball Skeletons Zap Electro Wizard
P.E.K.K.A Skeletons Knight Fireball Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Skeletons Knight Fireball
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Knight
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Skeletons Knight Cannon Fireball
Cannon Fireball
Electro Wizard Skeletons Zap Knight Fireball P.E.K.K.A
Zap Cannon Fireball P.E.K.K.A Electro Wizard
Cannon Fireball

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 Knight
Fireball Zap Electro Wizard
Fireball
Knight Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Electro Wizard
Zap Knight Fireball Electro Wizard
Fireball Zap
Knight Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Knight Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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