My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Wizard Ram Rider

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 Balloon P.E.K.K.A Ram Rider Mega Knight

Offensive cards

Win conditions

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

Balloon Ram Rider

Damage spells

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

Zap Fireball Rage

Punishments

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

Balloon Ram Rider Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Balloon P.E.K.K.A Ram Rider 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.

Balloon Ram Rider

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
Balloon Ram Rider
Giant Snowball
Balloon Ram Rider
Zap
Balloon Ram Rider
Barbarian Barrel
Wizard
The Log
Ram Rider
Earthquake
Arrows
Royal Delivery
Wizard Balloon P.E.K.K.A Ram Rider
Fireball
Wizard Balloon Ram Rider
Poison
Wizard Balloon
Lightning
Wizard Balloon Ram Rider
Rocket
Wizard Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Rage 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.

Fireball

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.

Fireball 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 Rage Fireball Wizard Balloon Ram Rider P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Rage Fireball Wizard

Attack Synergies 5 11

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
Fireball Balloon P.E.K.K.A Ram Rider Mega Knight
Fireball
Zap Ram Rider Mega Knight
Wizard
Rage Balloon P.E.K.K.A Ram Rider Mega Knight
Rage
Balloon Wizard
Balloon
Zap Rage Wizard Mega Knight
P.E.K.K.A
Zap Wizard Ram Rider
Ram Rider
Zap Fireball Wizard P.E.K.K.A Mega Knight
Mega Knight
Zap Fireball Wizard Balloon Ram Rider

Defense Synergies 2 6

Zap
Fireball Mega Knight P.E.K.K.A Ram Rider
Fireball
Zap Ram Rider Mega Knight
Wizard
P.E.K.K.A Mega Knight
Rage
Balloon
P.E.K.K.A
Zap Wizard
Ram Rider
Zap Fireball
Mega Knight
Zap Fireball 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 Fireball Wizard Ram Rider
P.E.K.K.A Zap Ram Rider Mega Knight
P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A Ram Rider Mega Knight
Fireball P.E.K.K.A Mega Knight
Fireball Zap Mega Knight
Ram Rider Zap Fireball Wizard
Zap Fireball P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Mega Knight
Zap Fireball Wizard Ram Rider Mega Knight
Zap Fireball Wizard Ram Rider
P.E.K.K.A Mega Knight Zap Fireball Wizard Ram Rider
Fireball Wizard Mega Knight Zap P.E.K.K.A
P.E.K.K.A Ram Rider Mega Knight
Zap Fireball P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Fireball P.E.K.K.A
Fireball Mega Knight Zap Wizard Ram Rider
Zap Wizard Fireball Ram Rider Mega Knight
P.E.K.K.A Ram Rider
Wizard Mega Knight Fireball 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 Zap Fireball P.E.K.K.A
Fireball Zap Wizard Mega Knight
P.E.K.K.A Mega Knight Zap Ram Rider
P.E.K.K.A Mega Knight Zap Fireball Ram Rider
P.E.K.K.A Ram Rider Mega Knight
Fireball Wizard Zap Ram Rider
P.E.K.K.A Fireball Ram Rider
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Fireball
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Mega Knight Fireball Wizard Ram Rider
Wizard Fireball Mega Knight
Zap Fireball P.E.K.K.A
Mega Knight Zap Fireball Wizard P.E.K.K.A
Fireball

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.)

Fireball
Fireball Zap Ram Rider
Fireball
Fireball
Fireball Wizard Zap Mega Knight
Fireball Wizard Zap Ram Rider
Wizard
Fireball Zap Wizard Ram Rider
Fireball Zap Wizard Ram Rider
Fireball
Zap Fireball Wizard Ram Rider
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Zap Fireball Wizard Mega Knight
Zap Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Mega Knight
Fireball Zap Wizard Ram Rider
Fireball Zap Wizard Ram Rider Mega Knight
Fireball Zap
Zap Fireball Wizard
Zap Fireball Wizard
Fireball
Zap Fireball Wizard Mega Knight
Zap Fireball
P.E.K.K.A Mega Knight
Fireball Wizard
Zap Fireball
Fireball Zap Wizard Ram Rider
Fireball
Fireball Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A Mega Knight
Zap Fireball
Zap Fireball
Zap Fireball Mega Knight

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