My Best Clash Royale Deck

Deck Check Rating

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

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.

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 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 Tornado 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

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

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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 Tornado 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.

Zap Tornado Royal Ghost 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 Zap Tornado Royal Ghost Battle Ram

Attack Synergies 11 12

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
Battle Ram Tornado P.E.K.K.A Electro Wizard Poison Royal Ghost Magic Archer
Battle Ram
Zap Poison Magic Archer Tornado P.E.K.K.A Royal Ghost Electro Wizard
Tornado
Zap P.E.K.K.A Magic Archer Battle Ram Poison
Poison
Battle Ram P.E.K.K.A Zap Tornado Royal Ghost
P.E.K.K.A
Zap Tornado Poison Electro Wizard Magic Archer Battle Ram
Royal Ghost
Zap Battle Ram Poison Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost Magic Archer
Magic Archer
Battle Ram Tornado P.E.K.K.A Zap Royal Ghost Electro Wizard

Defense Synergies 3 11

Zap
Electro Wizard Tornado Poison P.E.K.K.A Royal Ghost Magic Archer
Battle Ram
Tornado
P.E.K.K.A Magic Archer Zap Poison Electro Wizard
Poison
Zap Tornado Electro Wizard
P.E.K.K.A
Tornado Zap Electro Wizard
Royal Ghost
Zap Electro Wizard
Electro Wizard
Zap Tornado Poison P.E.K.K.A Royal Ghost Magic Archer
Magic Archer
Tornado 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 Electro Wizard Magic Archer
P.E.K.K.A Zap Electro Wizard
Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Poison P.E.K.K.A
Tornado Zap Royal Ghost Electro Wizard Magic Archer
Tornado Electro Wizard Zap Poison Magic Archer
Zap Poison P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Tornado
Tornado Royal Ghost Electro Wizard
Poison Electro Wizard Zap Tornado Royal Ghost Magic Archer
Zap Tornado Poison Electro Wizard Magic Archer
P.E.K.K.A Zap Electro Wizard
Zap Tornado Poison P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Tornado Zap P.E.K.K.A Electro Wizard
Tornado Poison P.E.K.K.A Electro Wizard
Zap Tornado Royal Ghost Electro Wizard Magic Archer
Zap Tornado Poison Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Tornado Electro Wizard
Royal Ghost Poison 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 P.E.K.K.A Royal Ghost Electro Wizard
Poison Electro Wizard Zap Royal Ghost Magic Archer
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A
Poison Zap Tornado Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Tornado Poison Magic Archer
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Tornado Poison Electro Wizard
P.E.K.K.A
Magic Archer
Electro Wizard Zap Tornado Poison P.E.K.K.A Magic Archer
Poison Zap 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.)

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

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