My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 P.E.K.K.A Royal Ghost Bandit 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.

Rage Poison

Punishments

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

Battle Ram Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

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 Bandit 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 Bandit 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 Bandit
Giant Snowball
Battle Ram
Zap
Battle Ram Bandit
Barbarian Barrel
Battle Ram Royal Ghost Bandit Electro Wizard Magic Archer
The Log
Battle Ram Bandit
Earthquake
Arrows
Royal Delivery
Battle Ram P.E.K.K.A Royal Ghost Bandit Electro Wizard Magic Archer
Fireball
Battle Ram Bandit Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Battle Ram Bandit Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Poison 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 Rage Poison P.E.K.K.A Royal Ghost

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Royal Ghost Bandit Battle Ram Poison Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

12 Rage Royal Ghost Bandit Battle Ram

Attack Synergies 6 11

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.

Battle Ram
Poison Bandit Magic Archer P.E.K.K.A Royal Ghost Electro Wizard
Rage
Electro Wizard
Poison
Battle Ram P.E.K.K.A Royal Ghost
P.E.K.K.A
Poison Electro Wizard Magic Archer Battle Ram
Royal Ghost
Battle Ram Poison Bandit Electro Wizard Magic Archer
Bandit
Battle Ram Royal Ghost Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Battle Ram Rage Royal Ghost Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Royal Ghost Bandit Electro Wizard

Defense Synergies 0 6

Battle Ram
Rage
Poison
Electro Wizard
P.E.K.K.A
Electro Wizard
Royal Ghost
Electro Wizard
Bandit
Electro Wizard Magic Archer
Electro Wizard
Poison P.E.K.K.A Royal Ghost Bandit Magic Archer
Magic Archer
Bandit 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.

Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Poison P.E.K.K.A
Royal Ghost Bandit Electro Wizard Magic Archer
Electro Wizard Poison Magic Archer
Poison P.E.K.K.A Bandit Electro Wizard Magic Archer
P.E.K.K.A
Royal Ghost Bandit Electro Wizard
Poison Electro Wizard Royal Ghost Bandit Magic Archer
Poison Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
Poison P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Poison P.E.K.K.A Electro Wizard
Royal Ghost Bandit Electro Wizard Magic Archer
Poison Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Royal Ghost Poison P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost Bandit Electro Wizard
Poison Bandit Electro Wizard Royal Ghost Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit
Poison Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Poison Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Poison Electro Wizard
P.E.K.K.A Bandit
Magic Archer
Electro Wizard Poison P.E.K.K.A Magic Archer
Poison P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
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.)

Poison Magic Archer Royal Ghost Bandit
Poison Royal Ghost Bandit Electro Wizard Magic Archer
Poison Bandit Magic Archer
Poison
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Bandit
Poison Electro Wizard
Poison Bandit Electro Wizard Magic Archer
Poison Magic Archer
Poison Bandit Magic Archer
Poison Bandit Magic Archer
Poison Magic Archer
Poison Bandit Magic Archer
Magic Archer Poison Bandit
Poison
Poison Bandit Electro Wizard Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison
Poison
Poison Magic Archer
Poison Royal Ghost Bandit Electro Wizard Magic Archer
Poison Bandit Magic Archer
Poison Bandit Magic Archer
Poison Electro Wizard Magic Archer
Electro Wizard Poison
Poison Bandit Magic Archer
Poison Electro Wizard Magic Archer
P.E.K.K.A
Poison Magic Archer
Electro Wizard Bandit Magic Archer
Poison Electro Wizard Magic Archer
Poison Electro Wizard Magic Archer
Poison Magic Archer
Poison
P.E.K.K.A
Poison Electro Wizard Magic Archer
Poison Electro Wizard Magic Archer
Poison Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A

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