My Best Clash Royale Deck

Deck Check Rating

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

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 No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

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 Elixir Golem Wizard Phoenix Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Fireball

Punishments

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

Elixir Golem Mini P.E.K.K.A 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.

Elixir Golem Mini 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.

Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Elixir Golem Mini 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Elixir Golem Fireball Mini P.E.K.K.A Phoenix Wizard Mega Knight

Shortest cycle

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

11 Skeletons Arrows Elixir Golem Fireball

Attack Synergies 1 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.

Skeletons
Arrows
Fireball Elixir Golem Mini P.E.K.K.A Phoenix Mega Knight
Elixir Golem
Arrows Fireball Mini P.E.K.K.A Wizard
Fireball
Arrows Elixir Golem Mega Knight
Mini P.E.K.K.A
Arrows Elixir Golem Wizard Mega Knight
Wizard
Elixir Golem Mini P.E.K.K.A Mega Knight
Phoenix
Arrows
Mega Knight
Arrows Fireball Mini P.E.K.K.A Wizard

Defense Synergies 1 10

Skeletons
Mini P.E.K.K.A Wizard Phoenix
Arrows
Mega Knight Fireball Mini P.E.K.K.A Phoenix
Elixir Golem
Fireball
Arrows Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Skeletons Arrows Fireball Wizard
Wizard
Skeletons Mini P.E.K.K.A Mega Knight
Phoenix
Skeletons Arrows
Mega Knight
Arrows 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.

Fireball Wizard
Mini P.E.K.K.A Skeletons Phoenix Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons
Mini P.E.K.K.A Skeletons Phoenix Mega Knight
Arrows Fireball Mini P.E.K.K.A Mega Knight
Arrows Fireball Skeletons Mega Knight
Arrows Fireball Wizard Phoenix
Arrows Fireball Phoenix Mega Knight
Mini P.E.K.K.A Skeletons Phoenix
Skeletons Mini P.E.K.K.A Phoenix Mega Knight
Skeletons Arrows Fireball Wizard Mega Knight
Arrows Fireball Wizard Phoenix
Mini P.E.K.K.A Mega Knight Skeletons Fireball Wizard
Fireball Wizard Mega Knight Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Phoenix Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Mega Knight Wizard
Arrows Wizard Fireball Mega Knight
Mini P.E.K.K.A Phoenix
Wizard Mega Knight Arrows Fireball Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Fireball
Fireball Arrows Mini P.E.K.K.A Wizard Phoenix Mega Knight
Mega Knight Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Fireball Phoenix
Skeletons Mini P.E.K.K.A Phoenix Mega Knight
Arrows Fireball Wizard Skeletons
Mini P.E.K.K.A Skeletons Fireball Phoenix
Mini P.E.K.K.A Mega Knight Phoenix
Mega Knight Skeletons Fireball Mini P.E.K.K.A Phoenix
Skeletons Phoenix
Mega Knight Mini P.E.K.K.A Phoenix
Mega Knight Arrows Fireball Phoenix
Mini P.E.K.K.A Mega Knight Skeletons Fireball Wizard
Wizard Fireball Mega Knight
Phoenix Skeletons Fireball Mini P.E.K.K.A
Arrows Mega Knight Fireball Mini P.E.K.K.A Wizard Phoenix
Arrows 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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows Mega Knight
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Mini P.E.K.K.A
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Mega Knight
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Wizard Mega Knight
Arrows Fireball Wizard Mega Knight
Fireball Mega Knight
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Mega Knight
Arrows Fireball Wizard
Fireball Arrows Wizard Mega Knight
Fireball Arrows
Arrows Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Arrows Fireball Wizard Mega Knight
Arrows Fireball
Mega Knight
Arrows Fireball Wizard
Fireball
Fireball Arrows Wizard
Arrows Fireball
Fireball Mini P.E.K.K.A Wizard Mega Knight
Arrows Fireball Wizard
Arrows Fireball
Mega Knight
Fireball
Fireball
Fireball Mega Knight
Fireball Wizard Mega Knight

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