My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

Electro Wizard Phoenix

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 P.E.K.K.A Electro Wizard Phoenix Mega Knight Goblinstein

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.

Arrows Lightning

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.

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 Phoenix 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.

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
Skeletons Phoenix
Giant Snowball
Skeletons
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Wizard
The Log
Skeletons
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons P.E.K.K.A Electro Wizard
Fireball
Electro Wizard
Poison
Electro Wizard Phoenix
Lightning
Electro Wizard Phoenix Goblinstein
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows P.E.K.K.A 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.

Skeletons Arrows Electro Wizard Phoenix Goblinstein Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

12 Skeletons Arrows Electro Wizard Phoenix

Attack Synergies 3 4

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
Arrows
P.E.K.K.A Lightning Phoenix Mega Knight
Lightning
Arrows
P.E.K.K.A
Arrows Electro Wizard Goblinstein
Electro Wizard
P.E.K.K.A Mega Knight
Phoenix
Arrows
Mega Knight
Arrows Electro Wizard
Goblinstein
P.E.K.K.A

Defense Synergies 2 8

Skeletons
P.E.K.K.A Electro Wizard Phoenix
Arrows
Mega Knight Lightning P.E.K.K.A Phoenix
Lightning
Arrows
P.E.K.K.A
Goblinstein Skeletons Arrows Electro Wizard
Electro Wizard
Skeletons P.E.K.K.A Mega Knight
Phoenix
Skeletons Arrows
Mega Knight
Arrows Electro Wizard
Goblinstein
P.E.K.K.A

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 Skeletons Electro Wizard Phoenix Mega Knight
P.E.K.K.A Mega Knight Skeletons Lightning Electro Wizard
P.E.K.K.A Skeletons Electro Wizard Phoenix Mega Knight
Lightning Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Electro Wizard Mega Knight
Lightning Electro Wizard Arrows Phoenix
Lightning Arrows P.E.K.K.A Electro Wizard Phoenix Mega Knight
P.E.K.K.A Skeletons Phoenix
Skeletons Electro Wizard Phoenix Mega Knight
Electro Wizard Skeletons Arrows Mega Knight
Arrows Electro Wizard Phoenix
P.E.K.K.A Mega Knight Skeletons Lightning Electro Wizard
Mega Knight Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Phoenix Mega Knight
Lightning P.E.K.K.A Electro Wizard Mega Knight Goblinstein
Mega Knight Skeletons Arrows P.E.K.K.A Electro Wizard
Arrows Mega Knight Electro Wizard
Arrows Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Phoenix
Mega Knight Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Lightning Phoenix Mega Knight
P.E.K.K.A Mega Knight Skeletons Lightning Electro Wizard
Lightning P.E.K.K.A Mega Knight Electro Wizard Phoenix
P.E.K.K.A Skeletons Phoenix Mega Knight
Arrows Goblinstein Skeletons Electro Wizard
P.E.K.K.A Skeletons Lightning Electro Wizard Phoenix
P.E.K.K.A Mega Knight Phoenix
Lightning P.E.K.K.A Electro Wizard Mega Knight Goblinstein Skeletons Phoenix
P.E.K.K.A Skeletons Phoenix
P.E.K.K.A Mega Knight Phoenix
Lightning P.E.K.K.A Mega Knight Arrows Electro Wizard Phoenix
Lightning P.E.K.K.A Mega Knight Skeletons
Mega Knight
Electro Wizard Phoenix Skeletons Lightning P.E.K.K.A Goblinstein
Arrows Mega Knight P.E.K.K.A Electro Wizard Phoenix
Arrows 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 Arrows
Arrows Electro Wizard
Lightning Arrows
Lightning Arrows
Arrows Mega Knight Goblinstein
Arrows Goblinstein
Arrows
Arrows Lightning
Arrows Lightning
Lightning Electro Wizard
Lightning Arrows Electro Wizard
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows Mega Knight
Lightning Arrows
Lightning
Lightning Arrows Electro Wizard Mega Knight
Lightning Arrows Mega Knight
Lightning Mega Knight
Lightning Arrows
Lightning
Lightning Arrows
Arrows Mega Knight Goblinstein
Arrows Lightning Electro Wizard
Lightning Arrows Mega Knight
Lightning Arrows
Lightning Arrows Electro Wizard
Lightning Electro Wizard Goblinstein
Lightning
Lightning Arrows Mega Knight
Lightning Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows Lightning
Lightning Electro Wizard Goblinstein
Lightning Arrows Electro Wizard
Arrows
Lightning Electro Wizard Mega Knight
Arrows Lightning
Lightning Arrows
P.E.K.K.A Mega Knight
Lightning Electro Wizard
Lightning Electro Wizard
Lightning Electro Wizard Mega Knight
P.E.K.K.A
Lightning Mega Knight

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