My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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 high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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.

Baby Dragon 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.

Skeletons Baby Dragon Rune Giant P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Rune 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon 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.

Baby Dragon Rune Giant 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Berserker Baby Dragon Rune Giant Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons Zap Berserker Baby Dragon

Attack Synergies 4 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.

Skeletons
Zap
P.E.K.K.A Electro Wizard Baby Dragon Mega Knight
Berserker
Rune Giant
Baby Dragon
Zap P.E.K.K.A Electro Wizard Mega Knight
Rune Giant
Berserker Electro Wizard
P.E.K.K.A
Zap Electro Wizard Baby Dragon
Electro Wizard
Zap P.E.K.K.A Baby Dragon Rune Giant Mega Knight
Mega Knight
Zap Baby Dragon Electro Wizard

Defense Synergies 2 10

Skeletons
Zap Baby Dragon P.E.K.K.A Electro Wizard
Zap
Electro Wizard Mega Knight Skeletons Baby Dragon P.E.K.K.A
Berserker
Baby Dragon
Skeletons Zap P.E.K.K.A Mega Knight
Rune Giant
P.E.K.K.A
Skeletons Zap Baby Dragon Electro Wizard
Electro Wizard
Zap Skeletons P.E.K.K.A Mega Knight
Mega Knight
Zap Baby Dragon 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.

Zap Baby Dragon Electro Wizard
P.E.K.K.A Skeletons Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Skeletons Zap Baby Dragon Electro Wizard Mega Knight
Electro Wizard Zap Baby Dragon
Zap Baby Dragon P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Skeletons
Skeletons Electro Wizard Mega Knight
Berserker Electro Wizard Skeletons Zap Baby Dragon Mega Knight
Zap Baby Dragon Electro Wizard
P.E.K.K.A Mega Knight Skeletons Zap Electro Wizard
Mega Knight Zap Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Skeletons P.E.K.K.A Electro Wizard
Mega Knight Zap Baby Dragon Electro Wizard
Zap Baby Dragon Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Baby Dragon 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Skeletons Mega Knight
Skeletons Zap Baby Dragon Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Skeletons Baby Dragon
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Skeletons
Baby Dragon Mega Knight
Electro Wizard Skeletons Zap Baby Dragon P.E.K.K.A
Mega Knight Zap Baby Dragon P.E.K.K.A Electro Wizard
Zap 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.)

Baby Dragon
Zap Baby Dragon Electro Wizard
Baby Dragon
Zap Baby Dragon Mega Knight
Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap
Electro Wizard
Zap Electro Wizard
Zap Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon Mega Knight
Zap Baby Dragon Electro Wizard Mega Knight
Zap Baby Dragon Mega Knight
Baby Dragon Mega Knight
Zap Baby Dragon
Zap Baby Dragon Mega Knight
Zap Baby Dragon Electro Wizard
Zap Baby Dragon Mega Knight
Zap Baby Dragon
Zap Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard
Zap Baby Dragon Electro Wizard
Baby Dragon Electro Wizard Mega Knight
Zap Baby Dragon
Zap
P.E.K.K.A Mega Knight
Zap Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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