My Best Clash Royale Deck

Deck Check Rating

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

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 Dragon

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.

Elixir Golem Baby Dragon Electro Dragon 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.

Zap Rage

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.

Missing

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 Baby Dragon 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 Electro Dragon

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
Elixir Golem Guards
Giant Snowball
Guards Baby Dragon Electro Dragon
Zap
Guards
Barbarian Barrel
Elixir Golem Guards
The Log
Elixir Golem Mini P.E.K.K.A Guards
Earthquake
Elixir Golem Guards
Arrows
Guards
Royal Delivery
Elixir Golem Mini P.E.K.K.A Guards Baby Dragon Electro Dragon
Fireball
Elixir Golem Baby Dragon Electro Dragon
Poison
Elixir Golem Guards Electro Dragon
Lightning
Mini P.E.K.K.A Baby Dragon Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Electro 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.

Elixir Golem Mini P.E.K.K.A Rage Guards Baby Dragon Mega Knight

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 Elixir Golem Guards Mini P.E.K.K.A Baby Dragon Electro Dragon Mega Knight

Shortest cycle

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

10 Zap Rage Elixir Golem Guards

Attack Synergies 1 16

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
Elixir Golem Mini P.E.K.K.A Guards Baby Dragon Electro Dragon Mega Knight
Elixir Golem
Rage Zap Mini P.E.K.K.A Baby Dragon Electro Dragon
Mini P.E.K.K.A
Zap Elixir Golem Rage Baby Dragon Mega Knight
Rage
Elixir Golem Mini P.E.K.K.A Electro Dragon
Guards
Zap
Baby Dragon
Zap Elixir Golem Mini P.E.K.K.A Electro Dragon Mega Knight
Electro Dragon
Zap Elixir Golem Rage Baby Dragon Mega Knight
Mega Knight
Zap Mini P.E.K.K.A Baby Dragon Electro Dragon

Defense Synergies 2 10

Zap
Mini P.E.K.K.A Mega Knight Guards Baby Dragon Electro Dragon
Elixir Golem
Mini P.E.K.K.A
Zap Guards Baby Dragon Electro Dragon
Rage
Guards
Zap Mini P.E.K.K.A Baby Dragon Electro Dragon
Baby Dragon
Zap Mini P.E.K.K.A Guards Electro Dragon Mega Knight
Electro Dragon
Zap Mini P.E.K.K.A Guards Baby Dragon
Mega Knight
Zap Baby Dragon

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 Dragon
Mini P.E.K.K.A Zap Electro Dragon Mega Knight
Mini P.E.K.K.A Mega Knight Electro Dragon
Mini P.E.K.K.A Guards Electro Dragon Mega Knight
Mini P.E.K.K.A Mega Knight
Zap Guards Baby Dragon Electro Dragon Mega Knight
Zap Baby Dragon Electro Dragon
Zap Baby Dragon Electro Dragon Mega Knight
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Mega Knight
Guards Zap Baby Dragon Electro Dragon Mega Knight
Zap Baby Dragon Electro Dragon
Mini P.E.K.K.A Mega Knight Zap Guards Electro Dragon
Mega Knight Zap Mini P.E.K.K.A Guards Baby Dragon Electro Dragon
Mini P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A Mega Knight
Mega Knight Mini P.E.K.K.A Electro Dragon
Mega Knight Zap Guards Baby Dragon Electro Dragon
Zap Baby Dragon Guards Electro Dragon Mega Knight
Mini P.E.K.K.A
Mega Knight Mini P.E.K.K.A Guards Baby Dragon Electro Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Zap
Zap Mini P.E.K.K.A Baby Dragon Electro Dragon Mega Knight
Guards Mega Knight Zap Mini P.E.K.K.A Electro Dragon
Mini P.E.K.K.A Guards Mega Knight Zap
Mini P.E.K.K.A Guards Mega Knight
Zap Baby Dragon Electro Dragon
Mini P.E.K.K.A Guards
Mini P.E.K.K.A Mega Knight
Zap Electro Dragon Mega Knight Mini P.E.K.K.A Baby Dragon
Guards
Mega Knight Mini P.E.K.K.A Guards Electro Dragon
Mega Knight Zap Guards
Mini P.E.K.K.A Mega Knight Guards
Baby Dragon Electro Dragon Mega Knight
Guards Electro Dragon Zap Mini P.E.K.K.A Baby Dragon
Mega Knight Zap Mini P.E.K.K.A Baby Dragon Electro Dragon

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.)

Guards Baby Dragon Electro Dragon
Zap Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Guards
Zap Baby Dragon Mega Knight
Zap Baby Dragon Electro Dragon
Baby Dragon
Zap Baby Dragon Electro Dragon
Zap Electro Dragon
Mini P.E.K.K.A Guards Electro Dragon
Zap Electro Dragon
Zap Baby Dragon Electro Dragon
Baby Dragon
Baby Dragon Electro Dragon
Zap Baby Dragon
Zap Baby Dragon Electro Dragon
Baby Dragon Electro Dragon Mega Knight
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Baby Dragon Electro Dragon Mega Knight
Zap Baby Dragon Electro Dragon Mega Knight
Baby Dragon Mega Knight
Zap Baby Dragon Electro Dragon
Zap Baby Dragon Electro Dragon Mega Knight
Zap Baby Dragon Electro Dragon
Zap Baby Dragon Electro Dragon Mega Knight
Zap Baby Dragon
Zap Baby Dragon Electro Dragon
Zap Electro Dragon Guards
Mini P.E.K.K.A
Zap Electro Dragon Mega Knight
Zap Electro Dragon
Mega Knight
Zap Guards Electro Dragon
Zap Baby Dragon Electro Dragon
Mini P.E.K.K.A Baby Dragon Electro Dragon Mega Knight
Zap Baby Dragon Electro Dragon
Zap
Electro Dragon Mega Knight
Zap Electro Dragon Guards Baby Dragon
Zap Electro Dragon
Electro Dragon Zap Baby Dragon Mega Knight

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