My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

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

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Lightning

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.

Lightning

Dropped at the bridge

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

Electro Spirit Fire Spirit 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 Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap 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.

Electro Spirit Fire Spirit P.E.K.K.A 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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Zap Cannon Wizard Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

7 Electro Spirit Fire Spirit Zap Cannon

Attack Synergies 2 6

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.

Electro Spirit
Zap P.E.K.K.A
Fire Spirit
P.E.K.K.A Zap
Zap
P.E.K.K.A Electro Spirit Fire Spirit Mega Knight
Cannon
Wizard
P.E.K.K.A Mega Knight
Lightning
P.E.K.K.A
Fire Spirit Zap Electro Spirit Wizard
Mega Knight
Zap Wizard

Defense Synergies 2 7

Electro Spirit
Zap
Fire Spirit
Zap P.E.K.K.A
Zap
Cannon Mega Knight Electro Spirit Fire Spirit P.E.K.K.A
Cannon
Zap Wizard
Wizard
Cannon P.E.K.K.A Mega Knight
Lightning
P.E.K.K.A
Fire Spirit Zap Wizard
Mega Knight
Zap 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.

Lightning Zap Cannon Wizard
P.E.K.K.A Zap Cannon Mega Knight
Cannon P.E.K.K.A Mega Knight Fire Spirit Lightning
Cannon P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight
Electro Spirit Fire Spirit Zap Cannon Mega Knight
Lightning Electro Spirit Fire Spirit Zap Cannon Wizard
Lightning Electro Spirit Zap Cannon P.E.K.K.A Mega Knight
Cannon P.E.K.K.A
Fire Spirit Cannon Mega Knight
Electro Spirit Zap Cannon Wizard Mega Knight
Zap Wizard
Cannon P.E.K.K.A Mega Knight Fire Spirit Zap Wizard Lightning
Fire Spirit Wizard Mega Knight Electro Spirit Zap Cannon P.E.K.K.A
P.E.K.K.A Cannon Mega Knight
Zap Cannon Lightning P.E.K.K.A Mega Knight
Wizard Mega Knight Cannon P.E.K.K.A
Fire Spirit Cannon Mega Knight Electro Spirit Zap Wizard
Zap Wizard Electro Spirit Fire Spirit Cannon Mega Knight
P.E.K.K.A Cannon
Wizard Mega Knight Electro Spirit Fire Spirit Cannon P.E.K.K.A
P.E.K.K.A Cannon

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
Zap Wizard Lightning Mega Knight
P.E.K.K.A Mega Knight Zap Lightning
Lightning P.E.K.K.A Mega Knight Zap
P.E.K.K.A Cannon Mega Knight
Fire Spirit Wizard Electro Spirit Zap
P.E.K.K.A Lightning
P.E.K.K.A Mega Knight
Zap Lightning P.E.K.K.A Mega Knight Electro Spirit
P.E.K.K.A Cannon
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight Zap
Lightning P.E.K.K.A Mega Knight Cannon Wizard
Wizard Cannon Mega Knight
Electro Spirit Zap Lightning P.E.K.K.A
Mega Knight Electro Spirit Zap Cannon Wizard P.E.K.K.A
Electro Spirit Zap Cannon

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.)

Lightning
Zap
Lightning
Lightning
Wizard Fire Spirit Zap Mega Knight
Wizard Electro Spirit Fire Spirit Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard Lightning
Zap Wizard Lightning
Lightning Fire Spirit
Lightning Zap Wizard
Lightning Fire Spirit Zap Wizard
Lightning Fire Spirit
Lightning
Lightning Zap
Lightning Zap Wizard
Lightning Wizard Mega Knight
Lightning
Lightning
Lightning Fire Spirit Zap Wizard Mega Knight
Lightning Fire Spirit Zap Wizard Mega Knight
Lightning Mega Knight
Lightning Wizard
Lightning
Lightning Zap
Zap Electro Spirit Fire Spirit Wizard Mega Knight
Zap Wizard Lightning
Lightning Zap Wizard Mega Knight
Lightning Zap
Lightning Fire Spirit Zap Wizard
Zap Lightning Electro Spirit Wizard
Lightning
Lightning Zap Wizard Mega Knight
Zap Lightning Electro Spirit
P.E.K.K.A Mega Knight
Wizard Lightning
Zap Lightning Electro Spirit Fire Spirit
Lightning Fire Spirit Zap Wizard
Lightning Wizard Mega Knight
Zap Wizard Lightning
Lightning Zap
P.E.K.K.A Mega Knight
Zap Electro Spirit Lightning
Zap Lightning
Lightning Zap Mega Knight
P.E.K.K.A
Lightning Wizard Mega Knight

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