My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Witch

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 Wizard Witch P.E.K.K.A 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 Rage

Punishments

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

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 Mega Knight

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 Skeleton Army
Giant Snowball
Bats Skeleton Army Witch
Zap
Bats Skeleton Army Witch
Barbarian Barrel
Wizard Skeleton Army Witch
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Wizard Skeleton Army Witch P.E.K.K.A
Fireball
Wizard Skeleton Army Witch
Poison
Bats Wizard Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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 Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Skeleton Army Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

9 Bats Zap Rage Skeleton Army

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.

Bats
Mega Knight Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Bats Witch Mega Knight
Wizard
Rage P.E.K.K.A Mega Knight
Rage
Witch Bats Wizard
Skeleton Army
Witch
Rage Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Bats Wizard Witch
Mega Knight
Bats Zap Wizard Witch

Defense Synergies 1 10

Bats
Zap P.E.K.K.A Mega Knight
Zap
Mega Knight Bats Skeleton Army Witch P.E.K.K.A
Wizard
Skeleton Army P.E.K.K.A Mega Knight
Rage
Skeleton Army
Zap Wizard
Witch
Zap Mega Knight
P.E.K.K.A
Bats Zap Wizard
Mega Knight
Zap Bats Wizard Witch

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
Skeleton Army P.E.K.K.A Bats Zap Witch Mega Knight
Skeleton Army Witch P.E.K.K.A Mega Knight Bats
Skeleton Army Witch P.E.K.K.A Bats Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Bats Zap Mega Knight
Bats Zap Wizard Witch
Zap P.E.K.K.A Mega Knight
Witch P.E.K.K.A Skeleton Army
Skeleton Army Mega Knight
Bats Skeleton Army Witch Zap Wizard Mega Knight
Bats Zap Wizard Witch
Skeleton Army P.E.K.K.A Mega Knight Bats Zap Wizard Witch
Wizard Skeleton Army Mega Knight Bats Zap Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Skeleton Army Witch P.E.K.K.A
Mega Knight Bats Zap Wizard Skeleton Army Witch
Zap Wizard Witch Bats Mega Knight
P.E.K.K.A
Wizard Skeleton Army Mega Knight Bats Witch P.E.K.K.A
P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Witch P.E.K.K.A
Zap Wizard Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Bats Zap Witch
Skeleton Army P.E.K.K.A Mega Knight Bats Zap
P.E.K.K.A Skeleton Army Witch Mega Knight
Wizard Bats Zap Witch
Skeleton Army P.E.K.K.A Bats Witch
P.E.K.K.A Mega Knight Skeleton Army
Zap P.E.K.K.A Mega Knight Bats Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight Bats Witch
Skeleton Army P.E.K.K.A Mega Knight Zap
Skeleton Army P.E.K.K.A Mega Knight Wizard Witch
Wizard Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Zap P.E.K.K.A
Bats Mega Knight Zap Wizard Witch P.E.K.K.A
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.)

Zap
Wizard Zap Mega Knight
Wizard Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats
Zap Wizard
Zap Wizard
Zap
Zap Wizard Witch
Wizard Mega Knight
Bats
Zap Wizard Mega Knight
Zap Wizard Witch Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Witch Mega Knight
Witch
Zap Wizard Witch
Zap Wizard Witch Mega Knight
Zap
Bats Zap Wizard Witch
Zap Bats Wizard Witch
Zap Wizard Mega Knight
Zap
P.E.K.K.A Mega Knight
Wizard
Zap Bats Skeleton Army Witch
Zap Wizard Witch
Wizard Mega Knight
Zap Wizard
Zap
P.E.K.K.A Mega Knight
Zap Bats Witch
Bats Zap Witch
Zap Witch Mega Knight
P.E.K.K.A
Wizard Mega Knight

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