My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

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.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Battle Ram Wizard P.E.K.K.A 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.

Rage 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.

Knight 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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Battle Ram Rage 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Knight Cannon Tornado Battle Ram Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Knight Cannon Tornado

Attack Synergies 4 8

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.

Knight
Battle Ram Wizard Electro Wizard
Cannon
Battle Ram
Knight Tornado P.E.K.K.A Electro Wizard
Wizard
Tornado Knight Rage P.E.K.K.A
Rage
Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A Battle Ram
P.E.K.K.A
Tornado Electro Wizard Battle Ram Wizard
Electro Wizard
P.E.K.K.A Knight Battle Ram Rage

Defense Synergies 4 8

Knight
Cannon Electro Wizard Wizard Tornado
Cannon
Knight Wizard Electro Wizard
Battle Ram
Wizard
Tornado Knight Cannon P.E.K.K.A Electro Wizard
Rage
Tornado
Wizard P.E.K.K.A Knight Electro Wizard
P.E.K.K.A
Tornado Wizard Electro Wizard
Electro Wizard
Knight Cannon Wizard Tornado P.E.K.K.A

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.

Knight Cannon Wizard Electro Wizard
P.E.K.K.A Knight Cannon Electro Wizard
Cannon Tornado P.E.K.K.A Knight Electro Wizard
Cannon P.E.K.K.A Knight Electro Wizard
Tornado P.E.K.K.A
Tornado Cannon Electro Wizard
Tornado Electro Wizard Cannon Wizard
Cannon P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Tornado
Knight Tornado Cannon Electro Wizard
Electro Wizard Knight Cannon Wizard Tornado
Wizard Tornado Electro Wizard
Cannon P.E.K.K.A Knight Wizard Electro Wizard
Wizard Cannon Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Cannon Electro Wizard
Tornado Cannon P.E.K.K.A Electro Wizard
Wizard Knight Cannon Tornado P.E.K.K.A Electro Wizard
Cannon Knight Wizard Tornado Electro Wizard
Wizard Tornado Knight Cannon Electro Wizard
P.E.K.K.A Cannon Tornado Electro Wizard
Wizard Knight Cannon P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight P.E.K.K.A Electro Wizard
Electro Wizard Knight Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Tornado Electro Wizard
P.E.K.K.A Knight Cannon
Wizard Tornado Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Tornado
P.E.K.K.A Cannon
P.E.K.K.A Knight
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Knight Cannon Wizard
Wizard Cannon
Electro Wizard Knight Tornado P.E.K.K.A
Cannon Wizard P.E.K.K.A 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.)

Knight
Tornado Electro Wizard
Knight
Wizard
Wizard Tornado
Wizard Tornado
Wizard Tornado
Wizard Tornado
Tornado Electro Wizard
Knight Wizard Tornado Electro Wizard
Wizard Tornado
Knight
Wizard
Wizard
Tornado
Wizard Electro Wizard
Wizard Tornado
Wizard Tornado
Tornado
Tornado Wizard
Wizard Tornado Electro Wizard
Wizard Tornado
Tornado
Wizard Tornado Electro Wizard
Electro Wizard Wizard
Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard
Wizard Tornado Electro Wizard
Knight Wizard Electro Wizard
Wizard
Tornado
P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Tornado Electro Wizard

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