My Best Clash Royale Deck

Fireball Royal Ghost Golden Knight Magic Archer P.E.K.K.A Battle Ram Zap Electro Wizard

Deck Check Rating

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

1 problems Why?

Champions are new to Clash Royale and it will take some time to fully discover all the possibilities. Make sure to check back as Deck Shop will be updated once new mechanics and decks are found.

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!

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.

Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Magic Archer Golden Knight

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 Fireball

Punishments

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

Battle Ram Royal Ghost Golden Knight

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 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 Electro Wizard Magic Archer Golden Knight

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 Royal Ghost Electro Wizard Magic Archer
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
Fireball
Battle Ram Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Battle Ram Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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 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 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 Royal Ghost Fireball Golden Knight Magic Archer Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

13 Zap Royal Ghost Fireball Golden Knight

Attack Synergies 7 15

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.

Fireball
Zap Golden Knight Magic Archer Battle Ram Electro Wizard
Royal Ghost
Golden Knight Magic Archer Battle Ram Zap Electro Wizard
Golden Knight
Fireball Royal Ghost Magic Archer Battle Ram
Magic Archer
P.E.K.K.A Battle Ram Fireball Royal Ghost Golden Knight Zap Electro Wizard
P.E.K.K.A
Magic Archer Zap Electro Wizard Battle Ram
Battle Ram
Magic Archer Zap Fireball Royal Ghost Golden Knight P.E.K.K.A Electro Wizard
Zap
Fireball P.E.K.K.A Battle Ram Electro Wizard Royal Ghost Magic Archer
Electro Wizard
P.E.K.K.A Zap Fireball Royal Ghost Magic Archer Battle Ram

Defense Synergies 2 9

Fireball
Zap Golden Knight Electro Wizard
Royal Ghost
Zap Electro Wizard
Golden Knight
Fireball Zap
Magic Archer
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Battle Ram
Zap
Fireball Electro Wizard Royal Ghost Golden Knight Magic Archer P.E.K.K.A
Electro Wizard
Zap Fireball Royal Ghost Magic Archer 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.

Fireball Golden Knight Magic Archer Zap Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A
Fireball Royal Ghost Magic Archer Zap Electro Wizard
Electro Wizard Fireball Magic Archer Zap
Fireball Golden Knight Magic Archer P.E.K.K.A Zap Electro Wizard
P.E.K.K.A
Royal Ghost Electro Wizard
Electro Wizard Fireball Royal Ghost Magic Archer Zap
Fireball Magic Archer Zap Electro Wizard
P.E.K.K.A Fireball Zap Electro Wizard
Fireball Royal Ghost Magic Archer P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Zap Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball Royal Ghost Golden Knight Magic Archer Zap Electro Wizard
Zap Fireball Royal Ghost Magic Archer Electro Wizard
P.E.K.K.A
Royal Ghost Fireball 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.

Fireball Royal Ghost P.E.K.K.A Zap Electro Wizard
Fireball Electro Wizard Royal Ghost Magic Archer Zap
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Fireball Zap Electro Wizard
P.E.K.K.A
Fireball Magic Archer Zap Electro Wizard
P.E.K.K.A Fireball Electro Wizard
Magic Archer Fireball P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Wizard Fireball Magic Archer Zap
P.E.K.K.A
Fireball Magic Archer Zap 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.)

Fireball Magic Archer Royal Ghost Golden Knight
Fireball Royal Ghost Golden Knight Magic Archer Zap Electro Wizard
Fireball Magic Archer
Fireball
Fireball Magic Archer Zap
Fireball Magic Archer Zap
Magic Archer
Fireball Magic Archer Zap
Fireball Golden Knight Zap
Fireball Electro Wizard
Fireball Golden Knight Magic Archer Zap Electro Wizard
Fireball Magic Archer Zap
Fireball Magic Archer Zap
Fireball Magic Archer
Fireball Magic Archer Zap
Fireball Magic Archer Zap
Magic Archer Fireball
Fireball
Fireball Magic Archer Zap Electro Wizard
Fireball Magic Archer Zap
Fireball Magic Archer
Fireball
Fireball Zap
Zap Fireball Magic Archer
Fireball Royal Ghost Golden Knight Magic Archer Zap Electro Wizard
Fireball Golden Knight Magic Archer Zap
Fireball Golden Knight Magic Archer Zap
Fireball Magic Archer Zap Electro Wizard
Electro Wizard Fireball Zap
Fireball
Fireball Magic Archer Zap
Fireball Magic Archer Zap Electro Wizard
Fireball Magic Archer Zap
Fireball Magic Archer Zap Electro Wizard
Fireball Magic Archer Zap Electro Wizard
Fireball Magic Archer Electro Wizard
Fireball Magic Archer Zap
Fireball Zap
P.E.K.K.A

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