My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard Little Prince

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.

Battle Ram Wizard P.E.K.K.A Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram 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.

Battle Ram 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
Battle Ram
Giant Snowball
Battle Ram Little Prince
Zap
Battle Ram Little Prince
Barbarian Barrel
Battle Ram Wizard Electro Wizard Little Prince
The Log
Battle Ram Little Prince
Earthquake
Arrows
Little Prince
Royal Delivery
Battle Ram Wizard P.E.K.K.A Electro Wizard Little Prince
Fireball
Battle Ram Wizard Electro Wizard Little Prince
Poison
Wizard Electro Wizard Little Prince
Lightning
Battle Ram Wizard Electro Wizard Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard The Log 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.

Battle Ram 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 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.

The Log Little Prince Fireball Battle Ram Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

13 The Log Little Prince Fireball Battle Ram

Attack Synergies 2 13

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.

Fireball
Battle Ram The Log Electro Wizard Mega Knight Little Prince
Battle Ram
The Log Fireball P.E.K.K.A Electro Wizard
Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A
Electro Wizard Battle Ram Wizard The Log
The Log
Battle Ram Fireball P.E.K.K.A Mega Knight Little Prince
Electro Wizard
P.E.K.K.A Fireball Battle Ram Mega Knight
Mega Knight
Fireball Wizard The Log Electro Wizard
Little Prince
Fireball The Log

Defense Synergies 2 13

Fireball
The Log Electro Wizard Mega Knight Little Prince
Battle Ram
Wizard
P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
Fireball P.E.K.K.A Wizard Electro Wizard Mega Knight Little Prince
Electro Wizard
Fireball Wizard P.E.K.K.A The Log Mega Knight Little Prince
Mega Knight
Fireball Wizard The Log Electro Wizard
Little Prince
Fireball The Log 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.

Fireball Wizard The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Fireball P.E.K.K.A The Log Mega Knight
Fireball The Log Electro Wizard Mega Knight
Electro Wizard Fireball Wizard Little Prince
Fireball P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Mega Knight Little Prince
Electro Wizard Fireball Wizard The Log Mega Knight
Fireball Wizard Electro Wizard
P.E.K.K.A Mega Knight Fireball Wizard The Log Electro Wizard
Fireball Wizard Mega Knight P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Fireball P.E.K.K.A The Log Electro Wizard Mega Knight
Wizard Mega Knight Fireball P.E.K.K.A Electro Wizard
Fireball Mega Knight Wizard The Log Electro Wizard Little Prince
Wizard The Log Fireball Electro Wizard Mega Knight Little Prince
P.E.K.K.A Electro Wizard
Wizard Mega Knight Fireball P.E.K.K.A The Log Electro Wizard Little Prince

Counters to secondary win conditions

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

Mega Knight Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Wizard The Log Mega Knight
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight Fireball The Log Electro Wizard
P.E.K.K.A Mega Knight
Fireball Wizard Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Fireball The Log
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Fireball The Log Electro Wizard
P.E.K.K.A Mega Knight Fireball Wizard
Wizard Fireball Mega Knight
Electro Wizard Fireball P.E.K.K.A The Log Little Prince
Mega Knight Fireball Wizard P.E.K.K.A The Log Electro Wizard
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 The Log
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Wizard The Log Mega Knight
Fireball Wizard
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball Electro Wizard
Fireball Wizard The Log Electro Wizard
Fireball Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log Mega Knight
Fireball
Fireball Wizard The Log Electro Wizard Mega Knight
Fireball Wizard The Log Mega Knight Little Prince
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard Mega Knight Little Prince
Fireball The Log Wizard Electro Wizard
Fireball Wizard The Log Mega Knight
Fireball The Log
Fireball Wizard Electro Wizard Little Prince
Electro Wizard Fireball Wizard
Fireball
Fireball Wizard The Log Mega Knight
Fireball Electro Wizard
P.E.K.K.A Mega Knight
Fireball Wizard The Log
Electro Wizard Fireball
Fireball Wizard Electro Wizard
The Log Fireball
Fireball Wizard Electro Wizard Mega Knight
The Log Fireball Wizard
Fireball
P.E.K.K.A Mega Knight
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard Mega Knight Little Prince
P.E.K.K.A
Fireball Wizard Mega Knight

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