My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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.

Electro Wizard Magic Archer

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.

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

Punishments

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

Battle Ram Royal Ghost Bandit

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 Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost 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.

Battle Ram 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Cannon Royal Ghost Bandit 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 Cannon Royal Ghost Bandit

Attack Synergies 7 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
Battle Ram P.E.K.K.A Electro Wizard Royal Ghost Bandit Magic Archer
Cannon
Battle Ram
Zap Bandit Magic Archer P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram
Royal Ghost
Zap Battle Ram Bandit Electro Wizard Magic Archer
Bandit
Battle Ram Zap Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Royal Ghost Bandit Electro Wizard

Defense Synergies 2 13

Zap
Cannon Electro Wizard P.E.K.K.A Royal Ghost Bandit Magic Archer
Cannon
Zap Royal Ghost Bandit Electro Wizard Magic Archer
Battle Ram
P.E.K.K.A
Zap Electro Wizard
Royal Ghost
Zap Cannon Electro Wizard
Bandit
Zap Cannon Electro Wizard Magic Archer
Electro Wizard
Zap Cannon P.E.K.K.A Royal Ghost Bandit Magic Archer
Magic Archer
Zap Cannon Bandit 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 Cannon Electro Wizard Magic Archer
P.E.K.K.A Zap Cannon Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
Cannon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap Cannon Royal Ghost Bandit Electro Wizard Magic Archer
Electro Wizard Zap Cannon Magic Archer
Zap Cannon P.E.K.K.A Bandit Electro Wizard Magic Archer
Cannon P.E.K.K.A
Cannon Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Cannon Royal Ghost Bandit Magic Archer
Zap Electro Wizard Magic Archer
Cannon P.E.K.K.A Zap Bandit Electro Wizard
Zap Cannon P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Cannon Bandit Electro Wizard
Zap Cannon P.E.K.K.A Bandit Electro Wizard
Cannon P.E.K.K.A Electro Wizard
Cannon Zap Royal Ghost Bandit Electro Wizard Magic Archer
Zap Cannon Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A Cannon Electro Wizard
Royal Ghost Cannon P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Zap P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap Royal Ghost Magic Archer
P.E.K.K.A Bandit Zap Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Cannon Bandit
Zap Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bandit Magic Archer
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Cannon Bandit
Cannon Magic Archer
Electro Wizard Zap P.E.K.K.A Magic Archer
Zap Cannon P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
Zap Cannon 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 Royal Ghost Bandit
Zap Royal Ghost Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap Bandit
Electro Wizard
Zap Bandit Electro Wizard Magic Archer
Zap Magic Archer
Bandit Magic Archer
Bandit Magic Archer
Zap Magic Archer
Zap Bandit Magic Archer
Magic Archer Bandit
Zap Bandit Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Zap
Zap Magic Archer
Zap Royal Ghost Bandit Electro Wizard Magic Archer
Zap Bandit Magic Archer
Zap Bandit Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard
Zap Bandit Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Zap Electro Wizard Bandit Magic Archer
Zap Electro Wizard Magic Archer
Electro Wizard Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A

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