My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Phoenix Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Electro Wizard 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.

Knight P.E.K.K.A Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

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

Wall Breakers 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.

Knight Wall Breakers P.E.K.K.A 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.

Bandit Electro Wizard 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
Wall Breakers Bandit
Giant Snowball
Wall Breakers
Zap
Wall Breakers Bandit
Barbarian Barrel
Knight Wall Breakers Bandit Electro Wizard Magic Archer
The Log
Wall Breakers Bandit
Earthquake
Arrows
Wall Breakers
Royal Delivery
Knight Wall Breakers P.E.K.K.A Bandit Electro Wizard Magic Archer
Fireball
Wall Breakers Bandit Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Knight Bandit Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Knight 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.

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 Wall Breakers Arrows Knight Bandit Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

10 Zap Wall Breakers Arrows Knight

Attack Synergies 7 13

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 P.E.K.K.A Electro Wizard Knight Wall Breakers Bandit Magic Archer
Arrows
Zap P.E.K.K.A Knight Wall Breakers Bandit
Knight
Wall Breakers Zap Arrows Electro Wizard Magic Archer
Wall Breakers
Knight Zap Arrows Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Magic Archer
Bandit
Zap Arrows Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Knight Wall Breakers Bandit Magic Archer
Magic Archer
P.E.K.K.A Zap Knight Bandit Electro Wizard

Defense Synergies 3 12

Zap
Electro Wizard Arrows Knight P.E.K.K.A Bandit Magic Archer
Arrows
Zap Knight P.E.K.K.A Bandit
Knight
Electro Wizard Magic Archer Zap Arrows
Wall Breakers
P.E.K.K.A
Zap Arrows Electro Wizard
Bandit
Zap Arrows Electro Wizard Magic Archer
Electro Wizard
Zap Knight P.E.K.K.A Bandit Magic Archer
Magic Archer
Knight Zap Bandit Electro Wizard

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 Knight Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Bandit Electro Wizard Magic Archer
Electro Wizard Zap Arrows Magic Archer
Zap Arrows P.E.K.K.A Bandit Electro Wizard Magic Archer
P.E.K.K.A
Knight Bandit Electro Wizard
Electro Wizard Zap Arrows Knight Bandit Magic Archer
Arrows Zap Electro Wizard Magic Archer
P.E.K.K.A Zap Knight Bandit Electro Wizard
Zap Arrows P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Knight Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Arrows Knight P.E.K.K.A Electro Wizard
Arrows Zap Knight Bandit Electro Wizard Magic Archer
Zap Arrows Knight Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Arrows Knight P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Knight Magic Archer
P.E.K.K.A Bandit Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit
Arrows Zap Electro Wizard Magic Archer
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight Bandit
Magic Archer
Electro Wizard Zap Knight P.E.K.K.A Magic Archer
Arrows Zap P.E.K.K.A Electro Wizard 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.)

Magic Archer Arrows Knight Bandit
Arrows Zap Bandit Electro Wizard Magic Archer
Arrows Bandit Magic Archer
Arrows Knight
Zap Arrows Magic Archer
Arrows Zap Magic Archer
Arrows Magic Archer
Arrows Zap Magic Archer
Arrows Zap Bandit
Electro Wizard
Zap Arrows Knight Bandit Electro Wizard Magic Archer
Zap Arrows Magic Archer
Knight Bandit Magic Archer
Arrows Bandit Magic Archer
Zap Arrows Magic Archer
Zap Arrows Bandit Magic Archer
Magic Archer Arrows Bandit
Arrows
Zap Arrows Bandit Electro Wizard Magic Archer
Zap Arrows Magic Archer
Magic Archer
Arrows
Zap Arrows
Zap Arrows Magic Archer
Arrows Zap Bandit Electro Wizard Magic Archer
Zap Arrows Bandit Magic Archer
Zap Arrows Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
Zap Electro Wizard
Zap Arrows Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows Magic Archer
Zap Electro Wizard Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
Arrows
Knight Electro Wizard Magic Archer
Arrows Zap Magic Archer
Zap Arrows
P.E.K.K.A
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Bandit Electro Wizard Magic Archer

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