My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Bats Wizard

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.

Skeletons Bats Wizard Prince Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

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 Prince Mega Knight

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 Prince Mega Knight

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

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
Skeletons Bats Prince
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Prince
Barbarian Barrel
Skeletons Wizard
The Log
Skeletons Mini P.E.K.K.A Prince
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Wizard Prince
Fireball
Wizard
Poison
Bats Wizard
Lightning
Mini P.E.K.K.A Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Mega Knight

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.

Bats Arrows Mini P.E.K.K.A Prince Mega Knight

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Arrows Mini P.E.K.K.A Wizard Prince Mega Knight

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 4 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.

Skeletons
Bats
Mega Knight Zap Mini P.E.K.K.A Prince
Zap
Arrows Prince Bats Mini P.E.K.K.A Mega Knight
Arrows
Zap Mini P.E.K.K.A Prince Mega Knight
Mini P.E.K.K.A
Bats Zap Arrows Wizard Mega Knight
Wizard
Mini P.E.K.K.A Prince Mega Knight
Prince
Zap Mega Knight Bats Arrows Wizard
Mega Knight
Bats Prince Zap Arrows Mini P.E.K.K.A Wizard

Defense Synergies 3 16

Skeletons
Bats Zap Mini P.E.K.K.A Wizard Prince
Bats
Skeletons Zap Mini P.E.K.K.A Prince Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Skeletons Bats Arrows Prince
Arrows
Mega Knight Zap Mini P.E.K.K.A Prince
Mini P.E.K.K.A
Zap Skeletons Bats Arrows Wizard
Wizard
Skeletons Mini P.E.K.K.A Prince Mega Knight
Prince
Skeletons Bats Zap Arrows Wizard
Mega Knight
Zap Arrows Bats 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 Wizard
Mini P.E.K.K.A Skeletons Bats Zap Prince Mega Knight
Mini P.E.K.K.A Prince Mega Knight Skeletons Bats
Mini P.E.K.K.A Prince Skeletons Bats Mega Knight
Arrows Mini P.E.K.K.A Prince Mega Knight
Arrows Skeletons Bats Zap Mega Knight
Bats Zap Arrows Wizard
Zap Arrows Mega Knight
Mini P.E.K.K.A Skeletons Prince
Skeletons Mini P.E.K.K.A Prince Mega Knight
Bats Skeletons Zap Arrows Wizard Mega Knight
Arrows Bats Zap Wizard
Mini P.E.K.K.A Prince Mega Knight Skeletons Bats Zap Wizard
Wizard Mega Knight Bats Zap Arrows Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Mega Knight
Zap Mini P.E.K.K.A Prince Mega Knight
Wizard Mega Knight Skeletons Bats Arrows Mini P.E.K.K.A Prince
Arrows Mega Knight Bats Zap Wizard Prince
Zap Arrows Wizard Bats Mega Knight
Mini P.E.K.K.A Prince
Wizard Mega Knight Bats Arrows Mini P.E.K.K.A Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Zap Prince
Zap Arrows Mini P.E.K.K.A Wizard Prince Mega Knight
Mega Knight Skeletons Bats Zap Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince Mega Knight Bats Zap
Skeletons Mini P.E.K.K.A Prince Mega Knight
Arrows Wizard Skeletons Bats Zap
Mini P.E.K.K.A Prince Skeletons Bats
Mini P.E.K.K.A Mega Knight Prince
Zap Mega Knight Skeletons Bats Mini P.E.K.K.A Prince
Skeletons
Mega Knight Bats Mini P.E.K.K.A Prince
Mega Knight Zap Arrows Prince
Mini P.E.K.K.A Prince Mega Knight Skeletons Wizard
Wizard Mega Knight
Skeletons Bats Zap Mini P.E.K.K.A Prince
Bats Arrows Mega Knight Zap Mini P.E.K.K.A Wizard
Zap Arrows

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
Arrows Zap
Arrows
Arrows Prince
Wizard Zap Arrows Mega Knight
Arrows Wizard Bats Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Mini P.E.K.K.A Prince
Zap Arrows Wizard Prince
Zap Arrows Wizard
Arrows
Zap Arrows Prince
Zap Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Prince Mega Knight
Zap Arrows Wizard Mega Knight
Prince Mega Knight
Arrows Wizard
Prince
Zap Arrows
Zap Arrows Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows Wizard Prince Mega Knight
Zap Arrows
Bats Zap Arrows Wizard
Zap Bats Wizard
Mini P.E.K.K.A
Zap Arrows Wizard Mega Knight
Zap Arrows
Prince Mega Knight
Arrows Wizard
Zap Bats Prince
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Prince Mega Knight
Arrows Zap Wizard
Zap Arrows
Prince Mega Knight
Zap Bats
Bats Zap
Zap Prince Mega Knight
Prince
Wizard Mega Knight

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