My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding 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.

Ice 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.

P.E.K.K.A Ice Wizard Phoenix Mega Knight

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Void

Punishments

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

Graveyard Mega Knight

Pump responses

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

Void Graveyard

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 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.

Graveyard

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
Guards Phoenix Graveyard
Giant Snowball
Guards Graveyard
Zap
Guards Graveyard
Barbarian Barrel
Guards Ice Wizard Graveyard
The Log
Guards Graveyard
Earthquake
Guards Graveyard
Arrows
Guards Graveyard
Royal Delivery
Guards P.E.K.K.A Ice Wizard Graveyard
Fireball
Ice Wizard
Poison
Guards Ice Wizard Phoenix Graveyard
Lightning
Ice Wizard Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Guards P.E.K.K.A Ice Wizard 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.

Graveyard

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.

Ice 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.

Arrows Guards Void Ice Wizard Phoenix Graveyard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Arrows Guards Void Ice Wizard

Attack Synergies 3 8

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.

Arrows
Void P.E.K.K.A Graveyard Phoenix Mega Knight
Guards
Graveyard
Void
Arrows
P.E.K.K.A
Arrows Ice Wizard Graveyard
Ice Wizard
P.E.K.K.A Graveyard
Phoenix
Arrows Graveyard
Graveyard
Arrows Guards P.E.K.K.A Ice Wizard Phoenix Mega Knight
Mega Knight
Arrows Graveyard

Defense Synergies 2 6

Arrows
Void Mega Knight P.E.K.K.A Ice Wizard Phoenix
Guards
Ice Wizard
Void
Arrows
P.E.K.K.A
Arrows Ice Wizard
Ice Wizard
Arrows Guards P.E.K.K.A Mega Knight
Phoenix
Arrows
Graveyard
Mega Knight
Arrows Ice 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.

Void
P.E.K.K.A Ice Wizard Phoenix Mega Knight
P.E.K.K.A Mega Knight Void Ice Wizard
P.E.K.K.A Guards Ice Wizard Phoenix Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Guards Ice Wizard Mega Knight
Arrows Void Ice Wizard Phoenix
Arrows Void P.E.K.K.A Phoenix Mega Knight
P.E.K.K.A Ice Wizard Phoenix
Guards Ice Wizard Phoenix Mega Knight
Guards Ice Wizard Arrows Mega Knight
Arrows Ice Wizard Phoenix
P.E.K.K.A Mega Knight Guards Ice Wizard
Mega Knight Arrows Guards P.E.K.K.A
P.E.K.K.A Phoenix Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Arrows P.E.K.K.A
Arrows Mega Knight Guards Ice Wizard
Arrows Guards Ice Wizard Mega Knight
P.E.K.K.A Phoenix
Mega Knight Arrows Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Mega Knight Void P.E.K.K.A
Void Arrows Phoenix Mega Knight
Guards P.E.K.K.A Mega Knight
Guards P.E.K.K.A Mega Knight Phoenix
P.E.K.K.A Guards Phoenix Mega Knight
Arrows Ice Wizard
Guards P.E.K.K.A Void Ice Wizard Phoenix
P.E.K.K.A Mega Knight Phoenix
Void P.E.K.K.A Mega Knight Phoenix
P.E.K.K.A Guards Phoenix
P.E.K.K.A Mega Knight Guards Phoenix
P.E.K.K.A Mega Knight Arrows Guards Void Phoenix
P.E.K.K.A Mega Knight Guards
Mega Knight
Guards Phoenix P.E.K.K.A
Arrows Mega Knight P.E.K.K.A Ice Wizard Phoenix
Arrows Void Ice 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.)

Void Arrows Guards
Arrows Void Ice Wizard
Arrows Void
Arrows Guards Void
Arrows Mega Knight
Arrows Ice Wizard
Arrows
Arrows Ice Wizard
Arrows Void
Guards Void
Void Arrows
Void Arrows
Void
Arrows Void
Arrows
Arrows
Arrows Mega Knight
Arrows
Void Arrows Mega Knight
Arrows Void Mega Knight
Void Mega Knight
Arrows Void
Void
Arrows Void
Arrows Ice Wizard Mega Knight
Arrows Void Ice Wizard
Void Arrows Mega Knight
Void Arrows
Arrows Void Ice Wizard
Guards Void
Void
Void Arrows Mega Knight
Void Arrows
P.E.K.K.A Mega Knight
Arrows
Guards Void
Arrows Ice Wizard
Arrows
Void Mega Knight
Arrows
Void Arrows
P.E.K.K.A Mega Knight
Guards
Void
Void Mega Knight
P.E.K.K.A
Void Mega Knight
Void

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