My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Battle Ram Wizard P.E.K.K.A Royal Ghost 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 Arrows

Punishments

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

Battle Ram Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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.

Royal Ghost 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
Battle Ram Guards
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards
Barbarian Barrel
Battle Ram Wizard Guards Royal Ghost Electro Wizard
The Log
Battle Ram Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Battle Ram Wizard Guards P.E.K.K.A Royal Ghost Electro Wizard
Fireball
Battle Ram Wizard Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Battle Ram 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 Royal Ghost

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 Battle Ram Guards P.E.K.K.A Royal Ghost

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Royal Ghost Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Guards Royal Ghost

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 Battle Ram P.E.K.K.A Electro Wizard Guards Royal Ghost
Arrows
Zap P.E.K.K.A Battle Ram
Battle Ram
Zap Arrows P.E.K.K.A Royal Ghost Electro Wizard
Wizard
P.E.K.K.A Royal Ghost
Guards
Zap
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram Wizard
Royal Ghost
Zap Battle Ram Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost

Defense Synergies 1 12

Zap
Electro Wizard Arrows Guards P.E.K.K.A Royal Ghost
Arrows
Zap P.E.K.K.A
Battle Ram
Wizard
Guards P.E.K.K.A Royal Ghost Electro Wizard
Guards
Zap Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Royal Ghost
Zap Wizard Electro Wizard
Electro Wizard
Zap Wizard Guards P.E.K.K.A Royal Ghost

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 Wizard Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Guards Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Royal Ghost Electro Wizard
Guards Electro Wizard Zap Arrows Wizard Royal Ghost
Arrows Zap Wizard Electro Wizard
P.E.K.K.A Zap Wizard Guards Electro Wizard
Wizard Zap Arrows Guards P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Arrows P.E.K.K.A Electro Wizard
Arrows Zap Wizard Guards Royal Ghost Electro Wizard
Zap Arrows Wizard Guards Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Royal Ghost Arrows 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.

Guards Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Wizard Royal Ghost
Guards P.E.K.K.A Zap Electro Wizard
Guards P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Guards
Arrows Wizard Zap Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Arrows Guards Electro Wizard
P.E.K.K.A Wizard Guards
Wizard
Guards Electro Wizard Zap P.E.K.K.A
Arrows Zap Wizard P.E.K.K.A Royal Ghost 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 Guards Royal Ghost
Arrows Zap Royal Ghost Electro Wizard
Arrows
Arrows Guards
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Guards Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
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 Royal Ghost 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
Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Electro Wizard
P.E.K.K.A
Wizard

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