My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Electro 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 Battle Ram P.E.K.K.A Electro Wizard

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 Arrows

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 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.

Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Knight Minions Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Archers Arrows Knight

Attack Synergies 9 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 Battle Ram P.E.K.K.A Electro Wizard Archers Knight Minions
Archers
Knight Zap Arrows Battle Ram P.E.K.K.A
Arrows
Zap P.E.K.K.A Archers Knight Battle Ram
Knight
Archers Minions Battle Ram Zap Arrows Electro Wizard
Minions
Knight Zap Battle Ram P.E.K.K.A
Battle Ram
Zap Knight Archers Arrows Minions P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Archers Minions Battle Ram
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram

Defense Synergies 4 13

Zap
Electro Wizard Archers Arrows Knight Minions P.E.K.K.A
Archers
Knight Zap Minions P.E.K.K.A Electro Wizard
Arrows
Zap Knight P.E.K.K.A
Knight
Archers Minions Electro Wizard Zap Arrows
Minions
Knight Zap Archers P.E.K.K.A Electro Wizard
Battle Ram
P.E.K.K.A
Zap Archers Arrows Minions Electro Wizard
Electro Wizard
Zap Knight Archers Minions 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.

Zap Knight Minions Electro Wizard
P.E.K.K.A Zap Knight Minions Electro Wizard
P.E.K.K.A Archers Knight Minions Electro Wizard
P.E.K.K.A Knight Minions Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Archers Minions Electro Wizard
Minions Electro Wizard Zap Archers Arrows
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Minions
Knight Archers Electro Wizard
Archers Minions Electro Wizard Zap Arrows Knight
Arrows Minions Zap Archers Electro Wizard
P.E.K.K.A Zap Knight Minions Electro Wizard
Zap Arrows Minions P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Knight Minions P.E.K.K.A Electro Wizard
Arrows Zap Archers Knight Minions Electro Wizard
Zap Arrows Archers Knight Minions Electro Wizard
P.E.K.K.A Electro Wizard
Archers Arrows Knight Minions 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.

Knight Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Arrows Knight
P.E.K.K.A Zap Knight Minions Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight
Arrows Zap Archers Minions Electro Wizard
P.E.K.K.A Archers Knight Minions Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Minions
P.E.K.K.A
P.E.K.K.A Knight Minions
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight
Archers
Electro Wizard Zap Archers Knight Minions P.E.K.K.A
Arrows Minions Zap Archers 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.)

Arrows Knight
Arrows Zap Electro Wizard
Arrows
Arrows Knight
Zap Arrows
Arrows Zap Minions
Archers Arrows
Arrows Zap
Arrows Zap
Minions Electro Wizard
Zap Arrows Knight Electro Wizard
Zap Archers Arrows
Knight
Arrows Minions
Zap Arrows
Zap Arrows
Arrows
Arrows
Minions
Zap Archers Arrows Electro Wizard
Zap Arrows
Minions
Arrows
Zap Arrows
Zap Arrows
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Zap Archers Arrows Electro Wizard
Zap Electro Wizard Minions
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Archers Minions
Zap Archers Arrows Electro Wizard
Arrows
Knight Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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