My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro 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.

Bats P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Miner

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.

Miner Mega Knight

Pump responses

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

Miner

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 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.

Miner Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Miner 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.

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.

Mirror Bats Zap Arrows Miner Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

7 Mirror Bats Zap Arrows

Attack Synergies 11 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.

Bats
Miner Mega Knight Zap P.E.K.K.A
Zap
Arrows Mirror P.E.K.K.A Miner Electro Wizard Bats Mega Knight
Arrows
Zap Mirror P.E.K.K.A Miner Mega Knight
Mirror
Zap Arrows Miner
P.E.K.K.A
Zap Arrows Electro Wizard Bats
Miner
Bats Zap Mirror Arrows Electro Wizard Mega Knight
Electro Wizard
Zap P.E.K.K.A Miner Mega Knight
Mega Knight
Bats Zap Arrows Miner Electro Wizard

Defense Synergies 5 13

Bats
Zap P.E.K.K.A Electro Wizard Mega Knight
Zap
Mirror Electro Wizard Mega Knight Bats Arrows P.E.K.K.A Miner
Arrows
Mirror Mega Knight Zap P.E.K.K.A
Mirror
Zap Arrows Electro Wizard Mega Knight
P.E.K.K.A
Bats Zap Arrows Electro Wizard
Miner
Zap Mega Knight
Electro Wizard
Zap Bats Mirror P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Bats Mirror Miner 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.

Zap Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows
Zap Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Miner Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows Mega Knight
Arrows Bats Zap Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Electro Wizard
Mega Knight Bats Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bats Arrows P.E.K.K.A Electro Wizard
Arrows Mega Knight Bats Zap Electro Wizard
Zap Arrows Bats Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Bats Arrows 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Miner Mega Knight
P.E.K.K.A Mega Knight Bats Zap Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Electro Wizard
P.E.K.K.A Mega Knight
Arrows Bats Zap Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Bats
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Electro Wizard Bats Zap P.E.K.K.A
Bats Arrows Mega Knight Zap P.E.K.K.A Electro Wizard
Zap 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.)

Arrows
Arrows Zap Miner Electro Wizard
Arrows Miner
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Miner Zap
Bats Electro Wizard
Miner Zap Arrows Electro Wizard
Zap Arrows
Miner
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Bats
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Miner Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight
Arrows Miner Zap Electro Wizard
Zap Arrows Miner Mega Knight
Miner Zap Arrows
Bats Zap Arrows Electro Wizard
Zap Electro Wizard Bats
Zap Arrows Miner Mega Knight
Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Zap Electro Wizard Bats
Zap Arrows Electro Wizard
Arrows
Miner Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Miner Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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