My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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

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 Rune Giant Witch 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.

Rune Giant

Damage spells

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

Zap Fireball

Punishments

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

Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Rune Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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 Rune Giant 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.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Fireball Rune Giant Electro Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

12 Bats Zap Fireball Rune Giant

Attack Synergies 5 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 Zap Rune Giant P.E.K.K.A
Zap
Fireball P.E.K.K.A Electro Wizard Bats Witch Mega Knight
Fireball
Zap Electro Wizard Mega Knight
Rune Giant
Bats Electro Wizard
Witch
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Electro Wizard Bats Witch
Electro Wizard
Zap P.E.K.K.A Fireball Rune Giant Mega Knight
Mega Knight
Bats Zap Fireball Witch Electro Wizard

Defense Synergies 3 12

Bats
Zap P.E.K.K.A Electro Wizard Mega Knight
Zap
Fireball Electro Wizard Mega Knight Bats Witch P.E.K.K.A
Fireball
Zap Electro Wizard Mega Knight
Rune Giant
Witch
Zap Electro Wizard Mega Knight
P.E.K.K.A
Bats Zap Electro Wizard
Electro Wizard
Zap Bats Fireball Witch P.E.K.K.A Mega Knight
Mega Knight
Zap Bats Fireball 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.

Zap Fireball Electro Wizard
P.E.K.K.A Bats Zap Witch Electro Wizard Mega Knight
Witch P.E.K.K.A Mega Knight Bats Electro Wizard
Witch P.E.K.K.A Bats Electro Wizard Mega Knight
Fireball P.E.K.K.A Mega Knight
Fireball Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap Fireball Witch
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
Witch P.E.K.K.A
Electro Wizard Mega Knight
Bats Witch Electro Wizard Zap Fireball Mega Knight
Bats Zap Fireball Witch Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Fireball Witch Electro Wizard
Fireball Mega Knight Bats Zap Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bats Fireball Witch P.E.K.K.A Electro Wizard
Fireball Mega Knight Bats Zap Witch Electro Wizard
Zap Witch Bats Fireball Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Bats Fireball 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 Zap Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Mega Knight
P.E.K.K.A Mega Knight Bats Zap Witch Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Fireball Electro Wizard
P.E.K.K.A Witch Mega Knight
Fireball Bats Zap Witch Electro Wizard
P.E.K.K.A Bats Fireball Witch Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Bats Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Bats Witch
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Witch
Fireball Witch Mega Knight
Witch Electro Wizard Bats Zap Fireball P.E.K.K.A
Bats Mega Knight Zap Fireball Witch P.E.K.K.A Electro Wizard
Zap Fireball 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Zap Mega Knight
Fireball Bats Zap Witch
Witch
Fireball Zap
Fireball Zap
Bats Fireball Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball Mega Knight
Fireball
Bats
Zap Fireball Electro Wizard Mega Knight
Zap Fireball Witch Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Fireball Witch Mega Knight
Witch
Fireball Zap Witch Electro Wizard
Fireball Zap Witch Mega Knight
Fireball Zap
Bats Zap Fireball Witch Electro Wizard
Zap Electro Wizard Bats Fireball Witch
Fireball
Zap Fireball Mega Knight
Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight
Fireball
Zap Electro Wizard Bats Fireball Witch
Fireball Zap Witch Electro Wizard
Fireball
Fireball Electro Wizard Mega Knight
Zap Fireball
Zap Fireball
P.E.K.K.A Mega Knight
Zap Bats Fireball Witch Electro Wizard
Bats Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard Mega Knight
P.E.K.K.A
Fireball Mega Knight

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