My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Wizard

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.

Archers Knight Wizard P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Missing

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 Ghost

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 P.E.K.K.A Royal Ghost

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

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
Archers Minions Skeleton Army
Giant Snowball
Archers Minions Skeleton Army
Zap
Archers Minions Skeleton Army
Barbarian Barrel
Archers Knight Wizard Skeleton Army Royal Ghost
The Log
Archers Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Archers Minions Skeleton Army
Royal Delivery
Archers Knight Minions Wizard Skeleton Army P.E.K.K.A Royal Ghost
Fireball
Archers Minions Wizard Skeleton Army
Poison
Archers Minions Wizard Skeleton Army
Lightning
Knight Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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.

Skeleton Army

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Knight Minions Skeleton Army Royal Ghost Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Archers Knight Minions

Attack Synergies 3 10

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
P.E.K.K.A Archers Knight Minions Royal Ghost
Archers
Knight Zap P.E.K.K.A Royal Ghost
Knight
Archers Minions Zap Wizard
Minions
Knight Zap P.E.K.K.A
Wizard
Knight P.E.K.K.A Royal Ghost
Skeleton Army
P.E.K.K.A
Zap Archers Minions Wizard
Royal Ghost
Zap Archers Wizard

Defense Synergies 2 15

Zap
Archers Knight Minions Skeleton Army P.E.K.K.A Royal Ghost
Archers
Knight Zap Minions Skeleton Army P.E.K.K.A
Knight
Archers Minions Zap Wizard Skeleton Army
Minions
Knight Zap Archers P.E.K.K.A
Wizard
Knight Skeleton Army P.E.K.K.A Royal Ghost
Skeleton Army
Zap Archers Knight Wizard
P.E.K.K.A
Zap Archers Minions Wizard
Royal Ghost
Zap 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 Minions Wizard
Skeleton Army P.E.K.K.A Zap Knight Minions
Skeleton Army P.E.K.K.A Archers Knight Minions
Skeleton Army P.E.K.K.A Knight Minions
Skeleton Army P.E.K.K.A
Skeleton Army Zap Archers Minions Royal Ghost
Minions Zap Archers Wizard
Zap P.E.K.K.A
P.E.K.K.A Minions Skeleton Army
Knight Skeleton Army Archers Royal Ghost
Archers Minions Skeleton Army Zap Knight Wizard Royal Ghost
Minions Zap Archers Wizard
Skeleton Army P.E.K.K.A Zap Knight Minions Wizard
Wizard Skeleton Army Zap Minions P.E.K.K.A Royal Ghost
Skeleton Army P.E.K.K.A Knight
Skeleton Army Zap P.E.K.K.A
Wizard Knight Minions Skeleton Army P.E.K.K.A
Zap Archers Knight Minions Wizard Skeleton Army Royal Ghost
Zap Wizard Archers Knight Minions Royal Ghost
P.E.K.K.A
Wizard Skeleton Army Royal Ghost Archers Knight Minions P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Zap Archers P.E.K.K.A Royal Ghost
Zap Archers Knight Wizard Royal Ghost
Skeleton Army P.E.K.K.A Zap Knight Minions
Skeleton Army P.E.K.K.A Zap Knight
P.E.K.K.A Knight Skeleton Army
Wizard Zap Archers Minions
Skeleton Army P.E.K.K.A Archers Knight Minions
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Knight Minions Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Minions
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Knight Wizard
Wizard Archers Skeleton Army
Skeleton Army Zap Archers Knight Minions P.E.K.K.A
Minions Zap Archers Wizard P.E.K.K.A Royal Ghost

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 Royal Ghost
Zap Royal Ghost
Knight
Wizard Zap
Wizard Zap Minions
Archers Wizard
Zap Wizard
Zap Wizard
Minions
Zap Knight Wizard
Zap Archers Wizard
Knight
Minions
Zap
Zap Wizard
Wizard
Minions
Zap Archers Wizard
Zap Wizard
Minions
Wizard
Zap
Zap Wizard
Zap Wizard Royal Ghost
Zap Wizard
Zap
Zap Archers Wizard
Zap Minions Wizard
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Archers Minions Skeleton Army
Zap Archers Wizard
Knight Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Minions
Zap
Zap Royal Ghost

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