My Best Clash Royale Deck

Deck Check Rating

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

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.

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 Electro Wizard Monk

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 Goblin Curse Tornado

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.

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 Monk

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 Goblin Curse
Giant Snowball
Battle Ram Goblin Curse
Zap
Battle Ram Goblin Curse
Barbarian Barrel
Battle Ram Wizard Goblin Curse Electro Wizard
The Log
Battle Ram Goblin Curse
Earthquake
Arrows
Goblin Curse
Royal Delivery
Battle Ram Wizard P.E.K.K.A Electro Wizard
Fireball
Battle Ram Wizard Electro Wizard
Poison
Wizard Goblin Curse Electro Wizard
Lightning
Battle Ram Wizard Electro Wizard Monk
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado

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 Goblin Curse Tornado 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Curse Tornado Battle Ram Electro Wizard Wizard Monk P.E.K.K.A

Shortest cycle

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

11 Zap Goblin Curse Tornado Battle Ram

Attack Synergies 8 4

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 Goblin Curse Tornado P.E.K.K.A Electro Wizard
Battle Ram
Zap Tornado P.E.K.K.A Electro Wizard
Wizard
Tornado P.E.K.K.A
Goblin Curse
Zap
Tornado
Zap Wizard P.E.K.K.A Battle Ram
P.E.K.K.A
Zap Tornado Electro Wizard Battle Ram Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram
Monk

Defense Synergies 3 6

Zap
Electro Wizard Tornado P.E.K.K.A
Battle Ram
Wizard
Tornado P.E.K.K.A Electro Wizard
Goblin Curse
Tornado
Wizard P.E.K.K.A Zap Electro Wizard
P.E.K.K.A
Tornado Zap Wizard Electro Wizard
Electro Wizard
Zap Wizard Tornado P.E.K.K.A
Monk

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 Goblin Curse Electro Wizard Monk
Tornado P.E.K.K.A Goblin Curse Electro Wizard
P.E.K.K.A Goblin Curse Electro Wizard Monk
Tornado P.E.K.K.A Monk
Tornado Zap Electro Wizard
Tornado Electro Wizard Zap Wizard Goblin Curse
Zap P.E.K.K.A Electro Wizard Monk
P.E.K.K.A Goblin Curse Tornado
Tornado Electro Wizard
Goblin Curse Electro Wizard Zap Wizard Tornado
Zap Wizard Goblin Curse Tornado Electro Wizard
P.E.K.K.A Zap Wizard Goblin Curse Electro Wizard
Wizard Zap Goblin Curse Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Curse Electro Wizard
Tornado Monk Zap Goblin Curse P.E.K.K.A Electro Wizard
Wizard Tornado P.E.K.K.A Electro Wizard
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado Goblin Curse Electro Wizard
P.E.K.K.A Goblin Curse Tornado Electro Wizard
Wizard Goblin Curse 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.

Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Wizard Monk
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Tornado Electro Wizard Monk
P.E.K.K.A Goblin Curse
Wizard Zap Goblin Curse Tornado Electro Wizard Monk
P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Curse
Zap P.E.K.K.A Electro Wizard Tornado Monk
P.E.K.K.A Goblin Curse
P.E.K.K.A
P.E.K.K.A Monk Zap Tornado Electro Wizard
P.E.K.K.A Wizard Goblin Curse
Wizard Goblin Curse
Electro Wizard Zap Tornado P.E.K.K.A Monk
Zap Wizard Goblin Curse P.E.K.K.A Electro Wizard
Zap 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.)

Monk
Monk Zap Goblin Curse Tornado Electro Wizard
Wizard Zap Goblin Curse
Wizard Zap Goblin Curse Tornado Monk
Wizard Tornado
Zap Wizard Goblin Curse Tornado
Monk Zap Wizard Tornado
Tornado Electro Wizard
Monk Zap Wizard Tornado Electro Wizard
Monk Zap Wizard Goblin Curse Tornado
Monk
Zap
Zap Wizard
Wizard
Monk Tornado
Zap Wizard Electro Wizard Monk
Zap Wizard Goblin Curse Tornado Monk
Monk
Wizard Tornado
Tornado Monk
Zap Monk
Zap Goblin Curse Tornado Wizard
Zap Wizard Tornado Electro Wizard Monk
Zap Wizard Tornado Monk
Zap Goblin Curse Tornado
Zap Wizard Goblin Curse Tornado Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard Monk
P.E.K.K.A
Wizard Goblin Curse Monk
Zap Electro Wizard
Zap Wizard Goblin Curse Tornado Electro Wizard Monk
Wizard Electro Wizard
Zap Wizard
Monk Zap Tornado
P.E.K.K.A
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Monk
P.E.K.K.A
Wizard Monk

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