My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

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.

Zappies 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 Zappies P.E.K.K.A Royal Ghost Electro Wizard Magic Archer

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

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

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 Zappies
Zap
Battle Ram Zappies
Barbarian Barrel
Battle Ram Zappies Royal Ghost Electro Wizard Magic Archer
The Log
Battle Ram Zappies
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Battle Ram Zappies P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
Fireball
Battle Ram Zappies Electro Wizard Magic Archer
Poison
Zappies 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.

Bad

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 Battle Ram Zappies Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

13 Zap Royal Ghost Fireball Battle Ram

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.

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

Defense Synergies 2 11

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

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

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

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