My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

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 Bomber Wizard 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 Arrows

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.

Electro Spirit 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 Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Zap Arrows 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.

Electro Spirit 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.

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bomber Zap Arrows Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Bomber Zap

Attack Synergies 3 9

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
Electro Spirit
Zap P.E.K.K.A
Bomber
Zap P.E.K.K.A Mega Knight
Zap
Arrows P.E.K.K.A Electro Spirit Bomber Mega Knight
Arrows
Zap P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Electro Spirit Bomber Wizard
Mega Knight
Bomber Zap Arrows Wizard

Defense Synergies 2 13

Skeletons
Electro Spirit Bomber Zap Wizard P.E.K.K.A
Electro Spirit
Skeletons Zap
Bomber
Skeletons Zap P.E.K.K.A
Zap
Mega Knight Skeletons Electro Spirit Bomber Arrows P.E.K.K.A
Arrows
Mega Knight Zap P.E.K.K.A
Wizard
Skeletons P.E.K.K.A Mega Knight
P.E.K.K.A
Skeletons Bomber Zap Arrows Wizard
Mega Knight
Zap Arrows 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.

Bomber Zap Wizard
P.E.K.K.A Skeletons Zap Mega Knight
P.E.K.K.A Mega Knight Skeletons Bomber
P.E.K.K.A Skeletons Mega Knight
Bomber Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Electro Spirit Bomber Zap Mega Knight
Electro Spirit Zap Arrows Wizard
Electro Spirit Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons
Skeletons Bomber Mega Knight
Skeletons Electro Spirit Bomber Zap Arrows Wizard Mega Knight
Arrows Zap Wizard
P.E.K.K.A Mega Knight Skeletons Bomber Zap Wizard
Bomber Wizard Mega Knight Electro Spirit Zap Arrows P.E.K.K.A
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Bomber Arrows P.E.K.K.A
Arrows Mega Knight Electro Spirit Bomber Zap Wizard
Zap Arrows Wizard Electro Spirit Bomber Mega Knight
P.E.K.K.A
Bomber Wizard Mega Knight Electro Spirit Arrows 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
Bomber Zap Arrows Wizard Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Skeletons Mega Knight
Arrows Wizard Skeletons Electro Spirit Zap
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Skeletons Electro Spirit
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Skeletons Wizard
Wizard Bomber Mega Knight
Skeletons Electro Spirit Bomber Zap P.E.K.K.A
Arrows Mega Knight Electro Spirit Bomber Zap Wizard P.E.K.K.A
Electro Spirit Bomber Zap Arrows

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.)

Arrows
Arrows Zap
Arrows
Arrows
Bomber Wizard Zap Arrows Mega Knight
Arrows Wizard Electro Spirit Zap
Bomber Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Bomber Zap Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Bomber
Bomber Zap Arrows Wizard Mega Knight
Bomber Zap Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Zap Arrows
Zap Arrows Electro Spirit Bomber Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows Wizard Mega Knight
Zap Arrows
Zap Arrows Wizard
Zap Electro Spirit Wizard
Bomber Zap Arrows Wizard Mega Knight
Zap Electro Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Zap Electro Spirit
Zap Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Bomber Zap Wizard
Zap Arrows
P.E.K.K.A Mega Knight
Zap Electro Spirit
Zap
Zap Mega Knight
P.E.K.K.A
Wizard Mega Knight

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