My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Rune Giant

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch Electro 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.

Bats Witch P.E.K.K.A Electro Wizard Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Earthquake

Punishments

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

Ram Rider Mega Knight

Pump responses

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

Earthquake

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake 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.

Bats 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.

Witch 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.

Bats Arrows Earthquake Electro Wizard Witch Ram Rider P.E.K.K.A Mega Knight

Shortest cycle

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

12 Bats Arrows Earthquake Electro Wizard

Attack Synergies 3 15

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.

Bats
Mega Knight P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Earthquake Ram Rider Mega Knight
Earthquake
Arrows P.E.K.K.A Ram Rider Mega Knight
Witch
P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Arrows Electro Wizard Bats Earthquake Witch Ram Rider
Electro Wizard
P.E.K.K.A Ram Rider Mega Knight
Ram Rider
Bats Arrows Earthquake Witch P.E.K.K.A Electro Wizard Mega Knight
Mega Knight
Bats Arrows Earthquake Witch Electro Wizard Ram Rider

Defense Synergies 1 11

Bats
Earthquake P.E.K.K.A Electro Wizard Mega Knight
Arrows
Mega Knight P.E.K.K.A
Earthquake
Bats Mega Knight
Witch
Electro Wizard Mega Knight
P.E.K.K.A
Bats Arrows Electro Wizard
Electro Wizard
Bats Witch P.E.K.K.A Ram Rider Mega Knight
Ram Rider
Electro Wizard
Mega Knight
Arrows Bats Earthquake Witch 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.

Earthquake Electro Wizard Ram Rider
P.E.K.K.A Bats Witch Electro Wizard Ram Rider Mega Knight
Witch P.E.K.K.A Ram Rider Mega Knight Bats Electro Wizard
Witch P.E.K.K.A Bats Electro Wizard Ram Rider Mega Knight
Arrows Earthquake P.E.K.K.A Mega Knight
Arrows Bats Earthquake Electro Wizard Mega Knight
Bats Electro Wizard Ram Rider Arrows Witch
Earthquake Arrows P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Witch P.E.K.K.A
Electro Wizard Mega Knight
Bats Witch Electro Wizard Arrows Earthquake Ram Rider Mega Knight
Arrows Bats Witch Electro Wizard Ram Rider
P.E.K.K.A Mega Knight Bats Earthquake Witch Electro Wizard Ram Rider
Mega Knight Bats Arrows Earthquake Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Ram Rider Mega Knight
P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Mega Knight Bats Arrows Witch P.E.K.K.A Electro Wizard
Arrows Mega Knight Bats Witch Electro Wizard Ram Rider
Arrows Earthquake Witch Bats Electro Wizard Ram Rider Mega Knight
P.E.K.K.A Electro Wizard Ram Rider
Mega Knight Bats Arrows Earthquake Witch 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 Witch P.E.K.K.A Electro Wizard
Electro Wizard Arrows Mega Knight
P.E.K.K.A Mega Knight Bats Witch Electro Wizard Ram Rider
P.E.K.K.A Mega Knight Bats Electro Wizard Ram Rider
P.E.K.K.A Witch Ram Rider Mega Knight
Arrows Bats Witch Electro Wizard Ram Rider
P.E.K.K.A Bats Witch Electro Wizard Ram Rider
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Bats Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Bats Witch
P.E.K.K.A Mega Knight Arrows Electro Wizard
P.E.K.K.A Mega Knight Witch Ram Rider
Witch Mega Knight
Witch Electro Wizard Bats P.E.K.K.A
Bats Arrows Mega Knight Earthquake Witch P.E.K.K.A Electro Wizard
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.)

Earthquake Arrows
Arrows Electro Wizard Ram Rider
Earthquake Arrows
Earthquake Arrows
Arrows Earthquake Mega Knight
Arrows Bats Witch Ram Rider
Arrows Earthquake Witch
Arrows Earthquake Ram Rider
Arrows Ram Rider
Bats Electro Wizard
Arrows Earthquake Electro Wizard Ram Rider
Arrows
Earthquake
Earthquake Arrows
Earthquake Arrows
Earthquake Arrows Witch
Earthquake Arrows Mega Knight
Arrows Earthquake
Bats
Arrows Earthquake Electro Wizard Mega Knight
Arrows Earthquake Witch Mega Knight
Earthquake Mega Knight
Arrows
Earthquake Arrows
Arrows Earthquake Witch Mega Knight
Witch
Arrows Earthquake Witch Electro Wizard Ram Rider
Arrows Witch Ram Rider Mega Knight
Arrows
Bats Arrows Witch Electro Wizard
Electro Wizard Bats Witch
Arrows Earthquake Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows Earthquake
Earthquake Electro Wizard Bats Witch
Arrows Witch Electro Wizard Ram Rider
Arrows
Electro Wizard Mega Knight
Arrows Earthquake
Arrows
P.E.K.K.A Mega Knight
Bats Witch Electro Wizard
Bats Witch Electro Wizard
Witch Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: