My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
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.

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Magic Archer

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

Fireball Tornado

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.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado 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 Tornado P.E.K.K.A Royal Ghost

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.

Fireball

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.

Fireball

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.

Archers Tornado Royal Ghost Bandit Fireball Battle Ram Magic Archer P.E.K.K.A

Shortest cycle

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

12 Archers Tornado Royal Ghost Bandit

Attack Synergies 6 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.

Archers
Battle Ram P.E.K.K.A Royal Ghost Bandit
Fireball
Tornado Battle Ram Magic Archer
Battle Ram
Bandit Magic Archer Archers Fireball Tornado P.E.K.K.A Royal Ghost
Tornado
Fireball P.E.K.K.A Magic Archer Battle Ram
P.E.K.K.A
Tornado Magic Archer Archers Battle Ram
Royal Ghost
Archers Battle Ram Bandit Magic Archer
Bandit
Battle Ram Archers Royal Ghost Magic Archer
Magic Archer
Battle Ram Tornado P.E.K.K.A Fireball Royal Ghost Bandit

Defense Synergies 3 5

Archers
Tornado P.E.K.K.A Bandit
Fireball
Tornado Bandit
Battle Ram
Tornado
Fireball P.E.K.K.A Magic Archer Archers
P.E.K.K.A
Tornado Archers
Royal Ghost
Bandit
Archers Fireball Magic Archer
Magic Archer
Tornado Bandit

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.

Fireball Magic Archer
P.E.K.K.A Bandit
Tornado P.E.K.K.A Archers Bandit
P.E.K.K.A Bandit
Fireball Tornado P.E.K.K.A
Fireball Tornado Archers Royal Ghost Bandit Magic Archer
Tornado Archers Fireball Magic Archer
Fireball P.E.K.K.A Bandit Magic Archer
P.E.K.K.A Tornado
Tornado Archers Royal Ghost Bandit
Archers Fireball Tornado Royal Ghost Bandit Magic Archer
Archers Fireball Tornado Magic Archer
P.E.K.K.A Fireball Bandit
Fireball Tornado P.E.K.K.A Royal Ghost Magic Archer
P.E.K.K.A Bandit
Tornado Fireball P.E.K.K.A Bandit
Fireball Tornado P.E.K.K.A
Fireball Archers Tornado Royal Ghost Bandit Magic Archer
Tornado Archers Fireball Royal Ghost Bandit Magic Archer
P.E.K.K.A Tornado
Royal Ghost Archers Fireball P.E.K.K.A Bandit

Counters to secondary win conditions

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

Archers Fireball P.E.K.K.A Royal Ghost Bandit
Fireball Bandit Archers Royal Ghost Magic Archer
P.E.K.K.A Bandit
P.E.K.K.A Fireball Tornado Bandit
P.E.K.K.A Bandit
Fireball Archers Tornado Magic Archer
P.E.K.K.A Archers Fireball Bandit
P.E.K.K.A
P.E.K.K.A Fireball Tornado Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fireball Tornado
P.E.K.K.A Fireball Bandit
Archers Fireball Magic Archer
Archers Fireball Tornado P.E.K.K.A Magic Archer
Archers Fireball P.E.K.K.A Royal Ghost Magic Archer

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.)

Fireball Magic Archer Royal Ghost Bandit
Fireball Tornado Royal Ghost Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball
Fireball Magic Archer
Fireball Tornado Magic Archer
Archers Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado Bandit
Fireball Tornado
Fireball Tornado Bandit Magic Archer
Fireball Archers Tornado Magic Archer
Fireball Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball Magic Archer
Fireball Bandit Magic Archer
Magic Archer Fireball Bandit
Fireball Tornado
Archers Fireball Bandit Magic Archer
Fireball Tornado Magic Archer
Fireball Magic Archer
Fireball Tornado
Tornado
Fireball
Tornado Fireball Magic Archer
Fireball Tornado Royal Ghost Bandit Magic Archer
Fireball Tornado Bandit Magic Archer
Fireball Tornado Bandit Magic Archer
Archers Fireball Tornado Magic Archer
Fireball
Fireball
Fireball Bandit Magic Archer
Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Archers Fireball Bandit Magic Archer
Fireball Archers Tornado Magic Archer
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Tornado
P.E.K.K.A
Fireball Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado Royal Ghost Bandit Magic Archer

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