My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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.

Archers 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.

Archers Battle Ram Wizard Cannon Cart P.E.K.K.A Bandit

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 Cannon Cart 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 Cannon Cart P.E.K.K.A Bandit

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.

Bandit

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
Archers Battle Ram Skeleton Army Cannon Cart Bandit
Giant Snowball
Archers Battle Ram Skeleton Army
Zap
Archers Battle Ram Skeleton Army Cannon Cart Bandit
Barbarian Barrel
Archers Battle Ram Wizard Skeleton Army Cannon Cart Bandit
The Log
Archers Battle Ram Skeleton Army Cannon Cart Bandit
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Battle Ram Wizard Skeleton Army Cannon Cart P.E.K.K.A Bandit
Fireball
Archers Battle Ram Wizard Skeleton Army Cannon Cart Bandit
Poison
Archers Wizard Skeleton Army
Lightning
Battle Ram Wizard Cannon Cart Bandit
Rocket
Wizard Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Battle Ram Skeleton Army 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.

Skeleton Army

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

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 Archers Skeleton Army Bandit Battle Ram Wizard Cannon Cart P.E.K.K.A

Shortest cycle

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

11 Zap Archers Skeleton Army Bandit

Attack Synergies 4 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
Battle Ram Cannon Cart P.E.K.K.A Archers Bandit
Archers
Zap Battle Ram P.E.K.K.A Bandit
Battle Ram
Zap Bandit Archers P.E.K.K.A
Wizard
P.E.K.K.A Bandit
Skeleton Army
Cannon Cart
Zap Bandit
P.E.K.K.A
Zap Archers Battle Ram Wizard
Bandit
Battle Ram Zap Archers Wizard Cannon Cart

Defense Synergies 0 16

Zap
Archers Skeleton Army Cannon Cart P.E.K.K.A Bandit
Archers
Zap Skeleton Army Cannon Cart P.E.K.K.A Bandit
Battle Ram
Wizard
Skeleton Army Cannon Cart P.E.K.K.A Bandit
Skeleton Army
Zap Archers Wizard Cannon Cart Bandit
Cannon Cart
Zap Archers Wizard Skeleton Army Bandit
P.E.K.K.A
Zap Archers Wizard
Bandit
Zap Archers Wizard Skeleton Army Cannon Cart

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.

Cannon Cart Zap Wizard
Skeleton Army P.E.K.K.A Zap Cannon Cart Bandit
Skeleton Army P.E.K.K.A Archers Cannon Cart Bandit
Skeleton Army P.E.K.K.A Cannon Cart Bandit
Skeleton Army P.E.K.K.A
Skeleton Army Zap Archers Cannon Cart Bandit
Zap Archers Wizard
Zap Cannon Cart P.E.K.K.A Bandit
P.E.K.K.A Skeleton Army
Skeleton Army Archers Cannon Cart Bandit
Archers Skeleton Army Zap Wizard Cannon Cart Bandit
Zap Archers Wizard
Skeleton Army P.E.K.K.A Zap Wizard Cannon Cart Bandit
Wizard Skeleton Army Zap Cannon Cart P.E.K.K.A
Skeleton Army P.E.K.K.A Cannon Cart Bandit
Skeleton Army Zap P.E.K.K.A Bandit
Wizard Skeleton Army Cannon Cart P.E.K.K.A
Zap Archers Wizard Skeleton Army Cannon Cart Bandit
Zap Wizard Archers Cannon Cart Bandit
P.E.K.K.A Cannon Cart
Wizard Skeleton Army Archers Cannon Cart P.E.K.K.A Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Archers Cannon Cart P.E.K.K.A Bandit
Bandit Zap Archers Wizard Cannon Cart
Skeleton Army P.E.K.K.A Bandit Zap Cannon Cart
Skeleton Army P.E.K.K.A Zap Cannon Cart Bandit
P.E.K.K.A Skeleton Army Cannon Cart Bandit
Wizard Zap Archers
Skeleton Army P.E.K.K.A Archers Cannon Cart Bandit
P.E.K.K.A Skeleton Army Cannon Cart
Zap P.E.K.K.A Skeleton Army Cannon Cart Bandit
P.E.K.K.A Skeleton Army
P.E.K.K.A Cannon Cart
Skeleton Army P.E.K.K.A Zap
Skeleton Army Cannon Cart P.E.K.K.A Wizard Bandit
Wizard Archers Skeleton Army Cannon Cart
Skeleton Army Zap Archers Cannon Cart P.E.K.K.A
Zap Archers Wizard Cannon Cart P.E.K.K.A

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.)

Bandit
Zap Bandit
Cannon Cart Bandit
Cannon Cart
Wizard Zap
Wizard Zap
Archers Wizard
Zap Wizard
Zap Wizard Bandit
Zap Wizard Cannon Cart Bandit
Zap Archers Wizard
Cannon Cart Bandit
Cannon Cart Bandit
Zap Cannon Cart
Zap Wizard Cannon Cart Bandit
Wizard Cannon Cart Bandit
Zap Archers Wizard Bandit
Zap Wizard
Wizard
Zap Cannon Cart
Zap Wizard
Zap Wizard Bandit
Zap Wizard Bandit
Zap Bandit
Zap Archers Wizard
Zap Wizard
Zap Wizard Bandit
Zap
P.E.K.K.A
Wizard
Zap Archers Skeleton Army Cannon Cart Bandit
Zap Archers Wizard
Wizard Cannon Cart
Zap Wizard
Zap
Cannon Cart P.E.K.K.A
Zap
Zap
Zap Cannon Cart Bandit

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