My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Fisherman

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.

Knight Battle Ram Zappies P.E.K.K.A 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 Poison

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.

Poison

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 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.

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
Knight Battle Ram Zappies Electro Wizard Magic Archer
The Log
Battle Ram Zappies
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Knight Battle Ram Zappies P.E.K.K.A Electro Wizard Magic Archer
Fireball
Battle Ram Zappies Electro Wizard Magic Archer
Poison
Zappies Electro Wizard Magic Archer
Lightning
Knight Battle Ram Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison 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.

Knight Battle Ram Poison 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

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

Shortest cycle

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

13 Zap Knight Battle Ram Zappies

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

Defense Synergies 3 12

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

Knight Zap Zappies P.E.K.K.A Electro Wizard
Poison Electro Wizard Zap Knight Magic Archer
Zappies P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Zappies Electro Wizard
P.E.K.K.A Knight Zappies
Poison Zap Zappies Electro Wizard Magic Archer
P.E.K.K.A Knight Zappies Electro Wizard
P.E.K.K.A Knight Zappies
Zap P.E.K.K.A Electro Wizard Knight Zappies Poison Magic Archer
P.E.K.K.A Zappies
P.E.K.K.A Knight Zappies
P.E.K.K.A Zap Poison Electro Wizard
P.E.K.K.A Knight Zappies
Zappies Magic Archer
Zappies Electro Wizard Zap Knight Poison P.E.K.K.A Magic Archer
Poison Zap Zappies P.E.K.K.A 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 Knight
Poison Zap Electro Wizard Magic Archer
Poison Magic Archer
Knight Poison
Poison Zap Magic Archer
Poison Zap Magic Archer
Poison Magic Archer
Poison Zap Magic Archer
Poison Zap
Poison Electro Wizard
Poison Zap Knight Electro Wizard Magic Archer
Poison Zap Magic Archer
Poison Knight Magic Archer
Poison Magic Archer
Zap Poison Magic Archer
Zap Poison Magic Archer
Magic Archer Poison
Poison
Zap Poison Electro Wizard Magic Archer
Zap Poison Magic Archer
Poison Magic Archer
Poison
Zap Poison
Zap Poison Magic Archer
Poison Zap Electro Wizard Magic Archer
Zap Poison Magic Archer
Poison Zap Magic Archer
Poison Zap Electro Wizard Magic Archer
Zap Electro Wizard Zappies Poison
Poison Zap Magic Archer
Zap Zappies Poison Electro Wizard Magic Archer
P.E.K.K.A
Poison Magic Archer
Zap Electro Wizard Zappies Magic Archer
Poison Zap Zappies Electro Wizard Magic Archer
Poison Knight Electro Wizard Magic Archer
Zap Poison Magic Archer
Zap Poison
P.E.K.K.A
Zap Zappies Poison Electro Wizard Magic Archer
Zap Zappies Poison Electro Wizard Magic Archer
Poison Zap Electro Wizard Magic Archer

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