My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

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.

Wizard P.E.K.K.A Electro Giant Inferno Dragon Sparky Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Electro Giant 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.

P.E.K.K.A Electro Giant Mega Knight Mighty Miner

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.

Mighty Miner

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
Inferno Dragon Sparky Mighty Miner
Giant Snowball
Inferno Dragon Mighty Miner
Zap
Inferno Dragon Sparky Mighty Miner
Barbarian Barrel
Wizard Sparky
The Log
Sparky
Earthquake
Arrows
Royal Delivery
Wizard P.E.K.K.A Inferno Dragon Sparky
Fireball
Wizard Inferno Dragon Sparky Mighty Miner
Poison
Wizard Sparky
Lightning
Wizard Inferno Dragon Sparky Mighty Miner
Rocket
Wizard Inferno Dragon Sparky Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Giant Sparky 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.

P.E.K.K.A Electro Giant Inferno Dragon Sparky Mega Knight Mighty Miner

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Inferno Dragon Mighty Miner Wizard Sparky P.E.K.K.A Electro Giant Mega Knight

Shortest cycle

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

15 Zap Inferno Dragon Mighty Miner Wizard

Attack Synergies 3 7

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
P.E.K.K.A Sparky Mega Knight Mighty Miner
Wizard
P.E.K.K.A Sparky Mega Knight
P.E.K.K.A
Zap Wizard
Electro Giant
Inferno Dragon Sparky
Inferno Dragon
Mega Knight Electro Giant
Sparky
Zap Wizard Electro Giant
Mega Knight
Inferno Dragon Zap Wizard
Mighty Miner
Zap

Defense Synergies 1 9

Zap
Mega Knight P.E.K.K.A Inferno Dragon Sparky Mighty Miner
Wizard
P.E.K.K.A Mega Knight Mighty Miner
P.E.K.K.A
Zap Wizard
Electro Giant
Inferno Dragon
Inferno Dragon
Zap Electro Giant Mega Knight
Sparky
Zap
Mega Knight
Zap Wizard Inferno Dragon
Mighty Miner
Zap 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 Sparky
P.E.K.K.A Inferno Dragon Sparky Zap Mega Knight
P.E.K.K.A Sparky Mega Knight Inferno Dragon
P.E.K.K.A Inferno Dragon Sparky Mega Knight
P.E.K.K.A Sparky Mega Knight
Zap Mega Knight
Inferno Dragon Zap Wizard
Zap P.E.K.K.A Electro Giant Sparky Mega Knight
P.E.K.K.A Inferno Dragon Sparky Mighty Miner
Sparky Mega Knight
Zap Wizard Electro Giant Mega Knight
Inferno Dragon Zap Wizard
P.E.K.K.A Sparky Mega Knight Zap Wizard
Wizard Sparky Mega Knight Zap P.E.K.K.A
P.E.K.K.A Inferno Dragon Sparky Mega Knight
Zap P.E.K.K.A Electro Giant Inferno Dragon Sparky Mega Knight
Wizard Sparky Mega Knight P.E.K.K.A
Mega Knight Zap Wizard
Zap Wizard Inferno Dragon Mega Knight
P.E.K.K.A Sparky Inferno Dragon
Wizard Mega Knight P.E.K.K.A Electro Giant Sparky
P.E.K.K.A Inferno Dragon Sparky Mighty Miner

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A Electro Giant Sparky
Zap Wizard Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Zap Sparky
P.E.K.K.A Mega Knight Zap Sparky
P.E.K.K.A Inferno Dragon Sparky Mega Knight Mighty Miner
Wizard Electro Giant Zap
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Mighty Miner Inferno Dragon Sparky
Zap P.E.K.K.A Mega Knight Inferno Dragon Sparky
P.E.K.K.A Inferno Dragon Sparky
P.E.K.K.A Inferno Dragon Mega Knight Sparky
P.E.K.K.A Mega Knight Zap Electro Giant
P.E.K.K.A Mega Knight Wizard Sparky
Wizard Electro Giant Sparky Mega Knight
Electro Giant Sparky Zap P.E.K.K.A Inferno Dragon Mighty Miner
Mega Knight Zap Wizard P.E.K.K.A Electro Giant Inferno Dragon Sparky Mighty Miner
Zap

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.)

Sparky
Zap
Sparky
Sparky
Wizard Zap Sparky Mega Knight
Wizard Electro Giant Zap
Wizard Sparky
Zap Wizard
Zap Wizard
Sparky
Zap Wizard Sparky
Zap Wizard
Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Sparky
Zap Wizard Sparky Mega Knight
Zap Wizard Electro Giant Mega Knight
Sparky Mega Knight
Wizard
Sparky
Zap
Zap Electro Giant Wizard Sparky Mega Knight
Inferno Dragon
Zap Wizard Sparky
Zap Wizard Sparky Mega Knight
Zap Sparky
Zap Wizard Electro Giant Sparky
Zap Wizard Electro Giant
Sparky
Zap Wizard Sparky Mega Knight
Zap Sparky
P.E.K.K.A Mighty Miner Sparky Mega Knight
Wizard Sparky
Zap
Zap Wizard
Wizard Sparky Mega Knight
Zap Wizard
Zap Electro Giant Sparky
P.E.K.K.A Sparky Mega Knight
Zap Electro Giant Sparky
Zap
Zap Electro Giant Sparky Mega Knight
P.E.K.K.A Inferno Dragon Sparky
Wizard Sparky Mega Knight

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