My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Electro Wizard Magic Archer

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 P.E.K.K.A Electro Wizard Magic Archer

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 Arrows

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.

Knight Battle Ram P.E.K.K.A Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Magic Archer

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 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Minions Battle Ram Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Minions

Attack Synergies 10 12

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.

Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Knight Minions Magic Archer
Arrows
Zap P.E.K.K.A Knight Battle Ram
Knight
Minions Battle Ram Zap Arrows Electro Wizard Magic Archer
Minions
Knight Zap Battle Ram P.E.K.K.A
Battle Ram
Zap Knight Magic Archer Arrows Minions P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Magic Archer Minions Battle Ram
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Knight Electro Wizard

Defense Synergies 4 11

Zap
Electro Wizard Arrows Knight Minions P.E.K.K.A Magic Archer
Arrows
Zap Knight P.E.K.K.A
Knight
Minions Electro Wizard Magic Archer Zap Arrows
Minions
Knight Zap P.E.K.K.A Electro Wizard
Battle Ram
P.E.K.K.A
Zap Arrows Minions Electro Wizard
Electro Wizard
Zap Knight Minions P.E.K.K.A Magic Archer
Magic Archer
Knight Zap Electro 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.

Zap Knight Minions Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Minions Electro Wizard
P.E.K.K.A Knight Minions Electro Wizard
P.E.K.K.A Knight Minions Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Minions Electro Wizard Magic Archer
Minions Electro Wizard Zap Arrows Magic Archer
Zap Arrows P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Minions
Knight Electro Wizard
Minions Electro Wizard Zap Arrows Knight Magic Archer
Arrows Minions Zap Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Minions Electro Wizard
Zap Arrows Minions P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Knight Minions P.E.K.K.A Electro Wizard
Arrows Zap Knight Minions Electro Wizard Magic Archer
Zap Arrows Knight Minions Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Arrows Knight Minions 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight Magic Archer
P.E.K.K.A Zap Knight Minions Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight
Arrows Zap Minions Electro Wizard Magic Archer
P.E.K.K.A Knight Minions Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Minions Magic Archer
P.E.K.K.A
P.E.K.K.A Knight Minions
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight
Magic Archer
Electro Wizard Zap Knight Minions P.E.K.K.A Magic Archer
Arrows Minions Zap P.E.K.K.A Electro Wizard Magic Archer
Zap 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.)

Magic Archer Arrows Knight
Arrows Zap Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Knight
Zap Arrows Magic Archer
Arrows Zap Minions Magic Archer
Arrows Magic Archer
Arrows Zap Magic Archer
Arrows Zap
Minions Electro Wizard
Zap Arrows Knight Electro Wizard Magic Archer
Zap Arrows Magic Archer
Knight Magic Archer
Arrows Minions Magic Archer
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Magic Archer Arrows
Arrows
Minions
Zap Arrows Electro Wizard Magic Archer
Zap Arrows Magic Archer
Minions Magic Archer
Arrows
Zap Arrows
Zap Arrows Magic Archer
Arrows Zap Electro Wizard Magic Archer
Zap Arrows Magic Archer
Zap Arrows Magic Archer
Zap Arrows Electro Wizard Magic Archer
Zap Electro Wizard Minions
Zap Arrows Magic Archer
Zap Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows Magic Archer
Zap Electro Wizard Minions Magic Archer
Zap Arrows Electro Wizard Magic Archer
Arrows
Knight Electro Wizard Magic Archer
Arrows Zap Magic Archer
Zap Arrows
P.E.K.K.A
Zap Minions Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A

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