My Best Clash Royale Deck

Deck Check Rating

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

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.

Electro Wizard Inferno 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.

Battle Ram Bowler Electro Wizard Inferno Dragon

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.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Battle Ram

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.

Mini P.E.K.K.A Electro Wizard

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 Guards Inferno Dragon
Giant Snowball
Battle Ram Guards Inferno Dragon
Zap
Battle Ram Guards Inferno Dragon
Barbarian Barrel
Battle Ram Guards Electro Wizard
The Log
Mini P.E.K.K.A Battle Ram Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Battle Ram Guards Bowler Electro Wizard Inferno Dragon
Fireball
Battle Ram Bowler Electro Wizard Inferno Dragon
Poison
Guards Electro Wizard
Lightning
Mini P.E.K.K.A Battle Ram Bowler Electro Wizard Inferno Dragon
Rocket
Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Bowler

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 Mini P.E.K.K.A Battle Ram Guards Bowler Inferno Dragon

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 Arrows Guards Mini P.E.K.K.A Battle Ram Electro Wizard Inferno Dragon Bowler

Shortest cycle

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

12 Zap Arrows Guards Mini P.E.K.K.A

Attack Synergies 3 10

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 Electro Wizard Mini P.E.K.K.A Guards Bowler
Arrows
Zap Mini P.E.K.K.A Battle Ram Bowler
Mini P.E.K.K.A
Zap Arrows Bowler Electro Wizard
Battle Ram
Zap Arrows Electro Wizard
Guards
Zap
Bowler
Zap Arrows Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Battle Ram Bowler
Inferno Dragon

Defense Synergies 3 11

Zap
Mini P.E.K.K.A Electro Wizard Arrows Guards Bowler Inferno Dragon
Arrows
Zap Mini P.E.K.K.A Bowler
Mini P.E.K.K.A
Zap Electro Wizard Arrows Guards Bowler
Battle Ram
Guards
Zap Mini P.E.K.K.A Electro Wizard
Bowler
Zap Arrows Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Guards Bowler Inferno Dragon
Inferno Dragon
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.

Bowler Zap Electro Wizard
Mini P.E.K.K.A Inferno Dragon Zap Electro Wizard
Mini P.E.K.K.A Bowler Electro Wizard Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Guards Bowler Electro Wizard
Arrows Mini P.E.K.K.A Bowler
Arrows Bowler Zap Guards Electro Wizard
Electro Wizard Inferno Dragon Zap Arrows
Bowler Zap Arrows Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Guards Mini P.E.K.K.A Bowler Electro Wizard
Guards Electro Wizard Zap Arrows Bowler
Arrows Inferno Dragon Zap Electro Wizard
Mini P.E.K.K.A Bowler Zap Guards Electro Wizard
Bowler Zap Arrows Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Inferno Dragon Electro Wizard
Zap Mini P.E.K.K.A Bowler Electro Wizard Inferno Dragon
Arrows Mini P.E.K.K.A Bowler Electro Wizard
Arrows Zap Guards Bowler Electro Wizard
Zap Arrows Guards Bowler Electro Wizard Inferno Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Bowler Arrows Mini P.E.K.K.A Guards Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Bowler Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A Bowler Inferno Dragon
Guards Zap Mini P.E.K.K.A Bowler Electro Wizard
Mini P.E.K.K.A Guards Bowler Zap Electro Wizard
Mini P.E.K.K.A Guards Bowler Inferno Dragon
Arrows Zap Electro Wizard
Mini P.E.K.K.A Guards Bowler Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Zap Electro Wizard Mini P.E.K.K.A Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Mini P.E.K.K.A Guards Bowler
Zap Arrows Guards Bowler Electro Wizard
Mini P.E.K.K.A Bowler Guards
Bowler
Guards Electro Wizard Zap Mini P.E.K.K.A Bowler Inferno Dragon
Arrows Bowler Zap Mini P.E.K.K.A Electro Wizard Inferno Dragon

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 Guards
Arrows Zap Bowler Electro Wizard
Arrows
Arrows Guards
Zap Arrows Bowler
Arrows Zap
Arrows Bowler
Arrows Zap Bowler
Arrows Zap
Mini P.E.K.K.A Guards Bowler Electro Wizard
Zap Arrows Bowler Electro Wizard
Zap Arrows
Bowler
Arrows
Zap Arrows
Zap Arrows Bowler
Arrows Bowler
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Bowler Electro Wizard
Zap Arrows Bowler
Bowler
Arrows
Bowler
Zap Arrows
Zap Arrows Bowler
Inferno Dragon
Arrows Zap Bowler Electro Wizard
Zap Arrows Bowler
Zap Arrows
Zap Arrows Electro Wizard
Zap Electro Wizard Guards
Mini P.E.K.K.A Bowler
Zap Arrows
Zap Arrows Electro Wizard
Arrows Bowler
Zap Electro Wizard Guards
Zap Arrows Electro Wizard
Arrows
Mini P.E.K.K.A Bowler Electro Wizard
Arrows Zap Bowler
Zap Arrows
Zap Guards Bowler Electro Wizard
Zap Electro Wizard
Zap Bowler Electro Wizard

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