My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Knight Battle Ram P.E.K.K.A Ice Wizard 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

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Inferno Tower P.E.K.K.A Ice Wizard

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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Knight Ice Wizard Battle Ram Electro Wizard Inferno Tower P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Knight Ice Wizard

Attack Synergies 5 11

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.

Bomber
Zap Knight Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Electro Wizard Bomber Knight Ice Wizard
Knight
Battle Ram Bomber Zap Ice Wizard Electro Wizard
Battle Ram
Zap Knight Bomber P.E.K.K.A Electro Wizard
Inferno Tower
P.E.K.K.A
Zap Electro Wizard Bomber Battle Ram Ice Wizard
Ice Wizard
Zap Knight P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram

Defense Synergies 6 10

Bomber
Knight Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bomber Knight Inferno Tower P.E.K.K.A Ice Wizard
Knight
Bomber Inferno Tower Ice Wizard Electro Wizard Zap
Battle Ram
Inferno Tower
Knight Electro Wizard Zap Ice Wizard
P.E.K.K.A
Bomber Zap Ice Wizard Electro Wizard
Ice Wizard
Knight Zap Inferno Tower P.E.K.K.A
Electro Wizard
Zap Knight Inferno Tower Bomber 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.

Bomber Zap Knight Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Zap Knight Ice Wizard Electro Wizard
Inferno Tower P.E.K.K.A Bomber Knight Ice Wizard Electro Wizard
Inferno Tower P.E.K.K.A Knight Ice Wizard Electro Wizard
Bomber P.E.K.K.A
Bomber Zap Ice Wizard Electro Wizard
Inferno Tower Electro Wizard Zap Ice Wizard
Zap Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Ice Wizard
Knight Bomber Inferno Tower Ice Wizard Electro Wizard
Ice Wizard Electro Wizard Bomber Zap Knight
Inferno Tower Zap Ice Wizard Electro Wizard
Inferno Tower P.E.K.K.A Bomber Zap Knight Ice Wizard Electro Wizard
Bomber Zap P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Knight Electro Wizard
Inferno Tower Zap P.E.K.K.A Electro Wizard
Bomber Knight Inferno Tower P.E.K.K.A Electro Wizard
Bomber Zap Knight Ice Wizard Electro Wizard
Zap Bomber Knight Ice Wizard Electro Wizard
P.E.K.K.A Inferno Tower Electro Wizard
Bomber Knight 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 Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Bomber Zap Knight
P.E.K.K.A Zap Knight Inferno Tower Electro Wizard
P.E.K.K.A Zap Knight Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Knight
Zap Ice Wizard Electro Wizard
P.E.K.K.A Knight Inferno Tower Ice Wizard Electro Wizard
Inferno Tower P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Inferno Tower
Inferno Tower P.E.K.K.A
P.E.K.K.A Knight Inferno Tower
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Inferno Tower
Bomber
Inferno Tower Electro Wizard Bomber Zap Knight P.E.K.K.A
Bomber Zap Inferno Tower P.E.K.K.A Ice Wizard Electro Wizard
Bomber Zap Inferno Tower Ice Wizard 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.)

Knight
Zap Ice Wizard Electro Wizard
Knight
Bomber Zap
Zap Ice Wizard
Bomber
Zap Ice Wizard
Zap
Electro Wizard
Zap Knight Electro Wizard
Zap
Knight
Zap
Bomber Zap
Bomber
Bomber Zap Electro Wizard
Bomber Zap
Zap
Zap Bomber Ice Wizard
Zap Ice Wizard Electro Wizard
Zap
Zap
Zap Ice Wizard Electro Wizard
Zap Electro Wizard
Bomber Zap
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Zap Ice Wizard Electro Wizard
Knight Electro Wizard
Bomber Zap
Zap
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A

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