My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Wizard 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.

Knight Wizard 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.

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

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.

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

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.

Arrows Knight Guards 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.

Goblin Barrel

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 Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Goblin Barrel Guards Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Goblin Barrel

Attack Synergies 6 9

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 P.E.K.K.A Electro Wizard Knight Guards
Arrows
Zap P.E.K.K.A Knight Goblin Barrel
Knight
Goblin Barrel Zap Arrows Wizard Electro Wizard
Wizard
Knight P.E.K.K.A
Goblin Barrel
Knight Arrows Guards P.E.K.K.A
Guards
Zap Goblin Barrel
P.E.K.K.A
Zap Arrows Electro Wizard Wizard Goblin Barrel
Electro Wizard
Zap P.E.K.K.A Knight

Defense Synergies 2 12

Zap
Electro Wizard Arrows Knight Guards P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Electro Wizard Zap Arrows Wizard
Wizard
Knight Guards P.E.K.K.A Electro Wizard
Goblin Barrel
Guards
Zap Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Knight Wizard Guards 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 Wizard Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Guards Electro Wizard
Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Guards Electro Wizard
Guards Electro Wizard Zap Arrows Knight Wizard
Arrows Zap Wizard Electro Wizard
P.E.K.K.A Zap Knight Wizard Guards Electro Wizard
Wizard Zap Arrows Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Arrows Knight P.E.K.K.A Electro Wizard
Arrows Zap Knight Wizard Guards Electro Wizard
Zap Arrows Wizard Knight Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Knight 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.

Knight Guards Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight Wizard
Guards P.E.K.K.A Zap Knight Electro Wizard
Guards P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Guards
Arrows Wizard Zap Electro Wizard
Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight
P.E.K.K.A Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Zap Arrows Guards Electro Wizard
P.E.K.K.A Knight Wizard Guards
Wizard
Guards Electro Wizard Zap Knight P.E.K.K.A
Arrows Zap Wizard P.E.K.K.A Electro Wizard
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.)

Arrows Knight Guards
Arrows Zap Electro Wizard
Arrows
Arrows Knight Guards
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Guards Electro Wizard
Zap Arrows Knight Wizard Electro Wizard
Zap Arrows Wizard
Knight
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Wizard Guards
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Guards
Zap Arrows Wizard Electro Wizard
Arrows
Knight Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard

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