My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Inferno Dragon

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 Battle Ram Wizard P.E.K.K.A Inferno Dragon

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.

Arrows 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Battle Ram Rage Tornado P.E.K.K.A Inferno Dragon

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

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 Arrows Knight Tornado Battle Ram Inferno Dragon Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Knight Tornado

Attack Synergies 4 7

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.

Arrows
P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Arrows Wizard
Battle Ram
Knight Arrows Tornado P.E.K.K.A
Wizard
Tornado Knight Rage P.E.K.K.A
Rage
Wizard
Tornado
Wizard P.E.K.K.A Battle Ram
P.E.K.K.A
Arrows Tornado Battle Ram Wizard
Inferno Dragon

Defense Synergies 2 7

Arrows
Knight Tornado P.E.K.K.A
Knight
Arrows Wizard Tornado
Battle Ram
Wizard
Tornado Knight P.E.K.K.A
Rage
Tornado
Wizard P.E.K.K.A Arrows Knight Inferno Dragon
P.E.K.K.A
Tornado Arrows Wizard
Inferno Dragon
Tornado

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 Wizard
P.E.K.K.A Inferno Dragon Knight
Tornado P.E.K.K.A Knight Inferno Dragon
P.E.K.K.A Inferno Dragon Knight
Arrows Tornado P.E.K.K.A
Arrows Tornado
Tornado Inferno Dragon Arrows Wizard
Arrows P.E.K.K.A
P.E.K.K.A Inferno Dragon Tornado
Knight Tornado
Arrows Knight Wizard Tornado
Arrows Inferno Dragon Wizard Tornado
P.E.K.K.A Knight Wizard
Wizard Arrows Tornado P.E.K.K.A
P.E.K.K.A Inferno Dragon Knight
Tornado P.E.K.K.A Inferno Dragon
Wizard Arrows Knight Tornado P.E.K.K.A
Arrows Knight Wizard Tornado
Arrows Wizard Tornado Knight Inferno Dragon
P.E.K.K.A Tornado Inferno Dragon
Wizard Arrows Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight P.E.K.K.A
Arrows Knight Wizard Inferno Dragon
P.E.K.K.A Knight
P.E.K.K.A Knight Tornado
P.E.K.K.A Knight Inferno Dragon
Arrows Wizard Tornado
P.E.K.K.A Knight
P.E.K.K.A Knight Inferno Dragon
P.E.K.K.A Knight Tornado Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Knight
P.E.K.K.A Arrows Tornado
P.E.K.K.A Knight Wizard
Wizard
Knight Tornado P.E.K.K.A Inferno Dragon
Arrows Wizard P.E.K.K.A Inferno Dragon

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 Knight
Arrows Tornado
Arrows
Arrows Knight
Wizard Arrows
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows Knight Wizard Tornado
Arrows Wizard Tornado
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows Tornado
Arrows Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Wizard
Inferno Dragon
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Tornado
Arrows Wizard Tornado
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Arrows Wizard Tornado
Arrows
Knight Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Tornado
Tornado
Tornado

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