My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Bats Wizard Electro Wizard Magic Archer

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 Wizard P.E.K.K.A Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Missing

Punishments

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

Royal Hogs 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.

Royal Hogs P.E.K.K.A Magic Archer 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.

Royal Hogs Electro Wizard Magic Archer

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 Royal Hogs Skeleton Army
Giant Snowball
Bats Royal Hogs Skeleton Army
Zap
Bats Royal Hogs Skeleton Army
Barbarian Barrel
Wizard Royal Hogs Skeleton Army Electro Wizard Magic Archer
The Log
Royal Hogs Skeleton Army
Earthquake
Royal Hogs Skeleton Army
Arrows
Bats Royal Hogs Skeleton Army
Royal Delivery
Bats Wizard Royal Hogs Skeleton Army P.E.K.K.A Electro Wizard Magic Archer
Fireball
Wizard Royal Hogs Skeleton Army Electro Wizard Magic Archer
Poison
Bats Wizard Royal Hogs Skeleton Army Electro Wizard Magic Archer
Lightning
Wizard Electro Wizard Magic Archer
Rocket
Wizard Royal Hogs Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer 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.

Bats Skeleton Army 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.

Skeleton Army

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 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 Skeleton Army Electro Wizard Magic Archer Wizard Royal Hogs P.E.K.K.A Mega Knight

Shortest cycle

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

13 Bats Skeleton Army Electro Wizard Magic Archer

Attack Synergies 3 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.

Bats
Mega Knight Royal Hogs P.E.K.K.A
Wizard
Royal Hogs P.E.K.K.A Mega Knight
Royal Hogs
Bats Wizard Electro Wizard Magic Archer Mega Knight
Skeleton Army
P.E.K.K.A
Electro Wizard Magic Archer Bats Wizard
Electro Wizard
P.E.K.K.A Royal Hogs Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Royal Hogs Electro Wizard Mega Knight
Mega Knight
Bats Wizard Royal Hogs Electro Wizard Magic Archer

Defense Synergies 0 13

Bats
P.E.K.K.A Electro Wizard Mega Knight
Wizard
Skeleton Army P.E.K.K.A Electro Wizard Mega Knight
Royal Hogs
Skeleton Army
Wizard Electro Wizard Magic Archer
P.E.K.K.A
Bats Wizard Electro Wizard
Electro Wizard
Bats Wizard Skeleton Army P.E.K.K.A Magic Archer Mega Knight
Magic Archer
Skeleton Army Electro Wizard Mega Knight
Mega Knight
Bats Wizard Electro Wizard Magic Archer

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.

Wizard Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Electro Wizard Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Bats Electro Wizard
Skeleton Army P.E.K.K.A Bats Electro Wizard Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Bats Electro Wizard Magic Archer Mega Knight
Bats Electro Wizard Wizard Magic Archer
P.E.K.K.A Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Skeleton Army
Skeleton Army Electro Wizard Mega Knight
Bats Skeleton Army Electro Wizard Wizard Magic Archer Mega Knight
Bats Wizard Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Mega Knight Bats Wizard Electro Wizard
Wizard Skeleton Army Mega Knight Bats P.E.K.K.A Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Electro Wizard Mega Knight
Skeleton Army P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Bats Skeleton Army P.E.K.K.A Electro Wizard
Mega Knight Bats Wizard Skeleton Army Electro Wizard Magic Archer
Wizard Bats Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Electro Wizard
Wizard Skeleton Army Mega Knight Bats P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Wizard Magic Archer Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Bats Electro Wizard
Skeleton Army P.E.K.K.A Mega Knight Bats Electro Wizard
P.E.K.K.A Skeleton Army Mega Knight
Wizard Bats Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Mega Knight Skeleton Army
P.E.K.K.A Electro Wizard Mega Knight Bats Skeleton Army Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight Bats
Skeleton Army P.E.K.K.A Mega Knight Electro Wizard
Skeleton Army P.E.K.K.A Mega Knight Wizard
Wizard Skeleton Army Magic Archer Mega Knight
Skeleton Army Electro Wizard Bats P.E.K.K.A Magic Archer
Bats Mega Knight Wizard P.E.K.K.A Electro Wizard Magic Archer
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.)

Magic Archer
Electro Wizard Magic Archer
Magic Archer
Wizard Magic Archer Mega Knight
Wizard Bats Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Bats Electro Wizard
Wizard Electro Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Magic Archer
Magic Archer
Wizard Magic Archer
Magic Archer Wizard Mega Knight
Bats
Wizard Electro Wizard Magic Archer Mega Knight
Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Wizard
Wizard Magic Archer Mega Knight
Wizard Electro Wizard Magic Archer
Wizard Magic Archer Mega Knight
Magic Archer
Bats Wizard Electro Wizard Magic Archer
Electro Wizard Bats Wizard
Wizard Magic Archer Mega Knight
Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Wizard Magic Archer
Electro Wizard Bats Skeleton Army Magic Archer
Wizard Electro Wizard Magic Archer
Wizard Electro Wizard Magic Archer Mega Knight
Wizard Magic Archer
P.E.K.K.A Mega Knight
Bats Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
P.E.K.K.A
Wizard Mega Knight

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