My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Furnace Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

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

Bomber Archers Knight Royal Giant Furnace Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal Giant Mini P.E.K.K.A

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 Royal Giant Mini 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.

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
Bomber Archers Royal Giant
Giant Snowball
Bomber Archers Furnace
Zap
Bomber Archers Royal Giant Furnace
Barbarian Barrel
Bomber Archers Knight Furnace Electro Wizard
The Log
Bomber Archers Royal Giant Mini P.E.K.K.A Furnace
Earthquake
Bomber Archers Furnace
Arrows
Bomber Archers Furnace
Royal Delivery
Bomber Archers Knight Mini P.E.K.K.A Electro Wizard
Fireball
Bomber Archers Furnace Electro Wizard
Poison
Bomber Archers Furnace Electro Wizard
Lightning
Knight Mini P.E.K.K.A Furnace Electro Wizard
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Furnace

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 Mini P.E.K.K.A

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.

Royal Giant

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.

Furnace 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Archers Knight Mini P.E.K.K.A Furnace Electro Wizard Royal Giant

Shortest cycle

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

10 Bomber Zap Archers Knight

Attack Synergies 4 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.

Bomber
Royal Giant Zap Knight Mini P.E.K.K.A
Zap
Electro Wizard Bomber Archers Knight Royal Giant Mini P.E.K.K.A Furnace
Archers
Knight Zap Royal Giant Mini P.E.K.K.A
Knight
Archers Bomber Zap Furnace Electro Wizard
Royal Giant
Bomber Furnace Zap Archers Electro Wizard
Mini P.E.K.K.A
Bomber Zap Archers Furnace Electro Wizard
Furnace
Royal Giant Zap Knight Mini P.E.K.K.A
Electro Wizard
Zap Knight Royal Giant Mini P.E.K.K.A

Defense Synergies 6 13

Bomber
Knight Zap Mini P.E.K.K.A Electro Wizard
Zap
Mini P.E.K.K.A Electro Wizard Bomber Archers Knight Furnace
Archers
Knight Zap Mini P.E.K.K.A Furnace Electro Wizard
Knight
Bomber Archers Electro Wizard Zap Mini P.E.K.K.A Furnace
Royal Giant
Mini P.E.K.K.A
Zap Electro Wizard Bomber Archers Knight Furnace
Furnace
Zap Archers Knight Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Knight Mini P.E.K.K.A Bomber Archers Furnace

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.

Bomber Zap Knight Electro Wizard
Mini P.E.K.K.A Bomber Zap Knight Furnace Electro Wizard
Mini P.E.K.K.A Furnace Bomber Archers Knight Electro Wizard
Mini P.E.K.K.A Bomber Knight Furnace Electro Wizard
Bomber Mini P.E.K.K.A
Bomber Zap Archers Furnace Electro Wizard
Furnace Electro Wizard Zap Archers
Zap Electro Wizard
Mini P.E.K.K.A Furnace
Knight Bomber Archers Mini P.E.K.K.A Electro Wizard
Archers Electro Wizard Bomber Zap Knight Furnace
Zap Archers Furnace Electro Wizard
Mini P.E.K.K.A Furnace Bomber Zap Knight Electro Wizard
Bomber Zap Mini P.E.K.K.A Furnace Electro Wizard
Mini P.E.K.K.A Knight Furnace Electro Wizard
Zap Mini P.E.K.K.A Furnace Electro Wizard
Bomber Knight Mini P.E.K.K.A Furnace Electro Wizard
Bomber Zap Archers Knight Furnace Electro Wizard
Zap Furnace Bomber Archers Knight Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bomber Archers Knight Mini P.E.K.K.A Furnace Electro Wizard

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Zap Archers Furnace Electro Wizard
Electro Wizard Bomber Zap Archers Knight Mini P.E.K.K.A
Zap Knight Mini P.E.K.K.A Furnace Electro Wizard
Mini P.E.K.K.A Zap Knight Electro Wizard
Knight Mini P.E.K.K.A
Furnace Zap Archers Electro Wizard
Mini P.E.K.K.A Archers Knight Furnace Electro Wizard
Mini P.E.K.K.A Knight
Zap Electro Wizard Knight Mini P.E.K.K.A
Knight Mini P.E.K.K.A
Zap Electro Wizard
Mini P.E.K.K.A Knight
Bomber Archers Furnace
Electro Wizard Bomber Zap Archers Knight Mini P.E.K.K.A Furnace
Bomber Zap Archers Mini 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
Zap Electro Wizard
Knight
Bomber Zap Furnace
Zap Furnace
Bomber Archers Furnace
Zap
Zap
Mini P.E.K.K.A Electro Wizard
Zap Knight Electro Wizard
Zap Archers
Knight
Zap Furnace
Bomber Zap Furnace
Furnace
Bomber Mini P.E.K.K.A
Bomber Zap Archers Mini P.E.K.K.A Electro Wizard
Bomber Zap
Zap
Zap Bomber Furnace
Zap Electro Wizard
Zap
Zap
Zap Archers Furnace Electro Wizard
Zap Electro Wizard
Mini P.E.K.K.A
Bomber Zap
Zap Electro Wizard
Zap Electro Wizard Archers
Zap Archers Electro Wizard
Knight Mini P.E.K.K.A Electro Wizard
Bomber Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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