My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Mother Witch Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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 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 Arrows Rage The Log

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard The Log

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.

Arrows Mini P.E.K.K.A Battle Ram Rage

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Arrows Mini P.E.K.K.A Battle Ram Electro Wizard Wizard

Shortest cycle

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

9 Zap Rage The Log Arrows

Attack Synergies 4 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.

Zap
Arrows Battle Ram Electro Wizard Mini P.E.K.K.A The Log
Arrows
Zap Mini P.E.K.K.A Battle Ram
Mini P.E.K.K.A
Zap Arrows Wizard Rage The Log Electro Wizard
Battle Ram
Zap The Log Arrows Electro Wizard
Wizard
Mini P.E.K.K.A Rage
Rage
Mini P.E.K.K.A Wizard Electro Wizard
The Log
Battle Ram Zap Mini P.E.K.K.A
Electro Wizard
Zap Mini P.E.K.K.A Battle Ram Rage

Defense Synergies 4 7

Zap
Mini P.E.K.K.A Electro Wizard Arrows The Log
Arrows
Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Electro Wizard Arrows Wizard
Battle Ram
Wizard
Mini P.E.K.K.A The Log Electro Wizard
Rage
The Log
Mini P.E.K.K.A Zap Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Wizard The Log

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 The Log Electro Wizard
Mini P.E.K.K.A Zap The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard
Arrows Mini P.E.K.K.A The Log
Arrows The Log Zap Electro Wizard
Electro Wizard Zap Arrows Wizard
Zap Arrows The Log Electro Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Wizard The Log
Arrows Zap Wizard Electro Wizard
Mini P.E.K.K.A Zap Wizard The Log Electro Wizard
Wizard Zap Arrows Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A The Log Electro Wizard
Wizard Arrows Mini P.E.K.K.A Electro Wizard
Arrows Zap Wizard The Log Electro Wizard
Zap Arrows Wizard The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Wizard Arrows Mini P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A Wizard The Log
Zap Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Zap The Log Electro Wizard
Mini P.E.K.K.A
Arrows Wizard Zap Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap Arrows The Log Electro Wizard
Mini P.E.K.K.A Wizard
Wizard
Electro Wizard Zap Mini P.E.K.K.A The Log
Arrows Zap Mini P.E.K.K.A Wizard The Log Electro Wizard
Arrows

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.)

Arrows The Log
Arrows Zap The Log Electro Wizard
Arrows The Log
Arrows The Log
Wizard Zap Arrows The Log
Arrows Wizard Zap
Arrows Wizard The Log
Arrows The Log Zap Wizard
Arrows The Log Zap Wizard
Mini P.E.K.K.A Electro Wizard
Zap Arrows Wizard The Log Electro Wizard
Zap Arrows Wizard
The Log
Arrows
Zap Arrows The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard The Log Electro Wizard
Zap Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Zap Arrows The Log
Zap Arrows The Log Wizard
Arrows The Log Zap Wizard Electro Wizard
Zap Arrows Wizard The Log
Zap Arrows The Log
Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Wizard
Mini P.E.K.K.A
Zap Arrows Wizard The Log
Zap Arrows Electro Wizard
Arrows Wizard The Log
Zap Electro Wizard
Zap Arrows Wizard Electro Wizard
Arrows The Log
Mini P.E.K.K.A Wizard Electro Wizard
Arrows The Log Zap Wizard
Zap Arrows
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard

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