My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Dragon

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 Electro Dragon P.E.K.K.A

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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Dragon

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

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

Defense Synergies 3 11

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

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

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

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

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