My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro 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.

Bats P.E.K.K.A Royal Ghost Fisherman Electro Wizard 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.

Rage Lightning

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Ghost Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A Royal Ghost 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.

Royal Ghost 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
Bats Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Fisherman
Barbarian Barrel
Royal Ghost Electro Wizard
The Log
Fisherman
Earthquake
Arrows
Bats
Royal Delivery
Bats P.E.K.K.A Royal Ghost Fisherman Electro Wizard
Fireball
Fisherman Electro Wizard
Poison
Bats Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost 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 Rage P.E.K.K.A Royal Ghost 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.

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.

Bats Rage Royal Ghost Fisherman Electro Wizard Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Rage Royal Ghost Fisherman

Attack Synergies 2 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.

Bats
Mega Knight Rage P.E.K.K.A Fisherman
Rage
Bats Electro Wizard
Lightning
P.E.K.K.A
Electro Wizard Bats Fisherman
Royal Ghost
Fisherman Electro Wizard Mega Knight
Fisherman
Bats P.E.K.K.A Royal Ghost Mega Knight
Electro Wizard
P.E.K.K.A Rage Royal Ghost Mega Knight
Mega Knight
Bats Royal Ghost Fisherman Electro Wizard

Defense Synergies 0 10

Bats
P.E.K.K.A Fisherman Electro Wizard Mega Knight
Rage
Lightning
P.E.K.K.A
Bats Fisherman Electro Wizard
Royal Ghost
Electro Wizard Mega Knight
Fisherman
Bats P.E.K.K.A Mega Knight
Electro Wizard
Bats P.E.K.K.A Royal Ghost Mega Knight
Mega Knight
Bats Royal Ghost Fisherman 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.

Lightning Electro Wizard
P.E.K.K.A Bats Fisherman Electro Wizard Mega Knight
P.E.K.K.A Fisherman Mega Knight Bats Lightning Electro Wizard
P.E.K.K.A Bats Fisherman Electro Wizard Mega Knight
Lightning P.E.K.K.A Mega Knight
Bats Royal Ghost Electro Wizard Mega Knight
Bats Lightning Electro Wizard
Lightning P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Fisherman
Royal Ghost Fisherman Electro Wizard Mega Knight
Bats Electro Wizard Royal Ghost Fisherman Mega Knight
Bats Electro Wizard
P.E.K.K.A Mega Knight Bats Lightning Electro Wizard
Mega Knight Bats P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Lightning P.E.K.K.A Fisherman Electro Wizard Mega Knight
Mega Knight Bats P.E.K.K.A Fisherman Electro Wizard
Mega Knight Bats Royal Ghost Fisherman Electro Wizard
Bats Royal Ghost Fisherman Electro Wizard Mega Knight
P.E.K.K.A Fisherman Electro Wizard
Royal Ghost Mega Knight Bats P.E.K.K.A Fisherman Electro Wizard
P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Royal Ghost Fisherman Electro Wizard
Electro Wizard Lightning Royal Ghost Fisherman Mega Knight
P.E.K.K.A Mega Knight Bats Lightning Fisherman Electro Wizard
Lightning P.E.K.K.A Mega Knight Bats Fisherman Electro Wizard
P.E.K.K.A Fisherman Mega Knight
Bats Electro Wizard
P.E.K.K.A Bats Lightning Electro Wizard
P.E.K.K.A Mega Knight Fisherman
Lightning P.E.K.K.A Electro Wizard Mega Knight Bats
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
Lightning P.E.K.K.A Mega Knight Electro Wizard
Lightning P.E.K.K.A Mega Knight
Mega Knight
Electro Wizard Bats Lightning P.E.K.K.A Fisherman
Bats Mega Knight P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard

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.)

Lightning Royal Ghost
Royal Ghost Fisherman Electro Wizard
Lightning
Lightning
Mega Knight
Bats
Lightning
Lightning Fisherman
Lightning Bats Fisherman Electro Wizard
Lightning Fisherman Electro Wizard
Lightning
Lightning Fisherman
Lightning Fisherman
Lightning Fisherman
Lightning
Lightning Mega Knight
Lightning
Bats Lightning Fisherman
Lightning Fisherman Electro Wizard Mega Knight
Lightning Mega Knight
Lightning Mega Knight
Lightning
Lightning Fisherman
Lightning
Mega Knight
Fisherman
Lightning Royal Ghost Fisherman Electro Wizard
Lightning Fisherman Mega Knight
Lightning Fisherman
Lightning Bats Electro Wizard
Lightning Electro Wizard Bats
Lightning
Lightning Mega Knight
Lightning Electro Wizard
P.E.K.K.A Mega Knight
Lightning
Lightning Electro Wizard Bats
Lightning Electro Wizard
Lightning Electro Wizard Mega Knight
Lightning
Lightning
P.E.K.K.A Mega Knight
Bats Lightning Electro Wizard
Bats Lightning Electro Wizard
Lightning Royal Ghost Electro Wizard Mega Knight
P.E.K.K.A
Lightning Mega Knight
Fisherman

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