My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Wizard P.E.K.K.A Mega Knight Little Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Wizard 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.

Electro Spirit Arrows 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.

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.

Skeletons Electro Spirit Arrows Little Prince Wizard Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Little Prince

Attack Synergies 1 5

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.

Skeletons
Electro Spirit
P.E.K.K.A
Arrows
P.E.K.K.A Lightning Mega Knight
Wizard
P.E.K.K.A Mega Knight
Lightning
Arrows
P.E.K.K.A
Arrows Electro Spirit Wizard
Mega Knight
Arrows Wizard
Little Prince

Defense Synergies 1 10

Skeletons
Electro Spirit Wizard P.E.K.K.A Little Prince
Electro Spirit
Skeletons Little Prince
Arrows
Mega Knight Lightning P.E.K.K.A Little Prince
Wizard
Skeletons P.E.K.K.A Mega Knight
Lightning
Arrows
P.E.K.K.A
Skeletons Arrows Wizard
Mega Knight
Arrows Wizard
Little Prince
Skeletons Electro Spirit Arrows

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 Wizard
P.E.K.K.A Skeletons Mega Knight
P.E.K.K.A Mega Knight Skeletons Lightning
P.E.K.K.A Skeletons Mega Knight
Lightning Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Electro Spirit Mega Knight
Lightning Electro Spirit Arrows Wizard Little Prince
Lightning Electro Spirit Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons
Skeletons Mega Knight Little Prince
Skeletons Electro Spirit Arrows Wizard Mega Knight
Arrows Wizard
P.E.K.K.A Mega Knight Skeletons Wizard Lightning
Wizard Mega Knight Electro Spirit Arrows P.E.K.K.A
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Arrows P.E.K.K.A
Arrows Mega Knight Electro Spirit Wizard Little Prince
Arrows Wizard Electro Spirit Mega Knight Little Prince
P.E.K.K.A
Wizard Mega Knight Electro Spirit Arrows P.E.K.K.A Little Prince
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 Skeletons P.E.K.K.A
Arrows Wizard Lightning Mega Knight
P.E.K.K.A Mega Knight Skeletons Lightning
Lightning P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Mega Knight
Arrows Wizard Skeletons Electro Spirit
P.E.K.K.A Skeletons Lightning
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight Skeletons Electro Spirit
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight Arrows
Lightning P.E.K.K.A Mega Knight Skeletons Wizard
Wizard Mega Knight
Skeletons Electro Spirit Lightning P.E.K.K.A Little Prince
Arrows Mega Knight Electro Spirit Wizard P.E.K.K.A
Electro Spirit Arrows

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 Arrows
Arrows
Lightning Arrows
Lightning Arrows
Wizard Arrows Mega Knight
Arrows Wizard Electro Spirit
Arrows Wizard
Arrows Wizard Lightning
Arrows Wizard Lightning
Lightning
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Wizard
Lightning Arrows Wizard Mega Knight
Lightning Arrows
Lightning
Lightning Arrows Wizard Mega Knight
Lightning Arrows Wizard Mega Knight Little Prince
Lightning Mega Knight
Lightning Arrows Wizard
Lightning
Lightning Arrows
Arrows Electro Spirit Wizard Mega Knight Little Prince
Arrows Wizard Lightning
Lightning Arrows Wizard Mega Knight
Lightning Arrows
Lightning Arrows Wizard Little Prince
Lightning Electro Spirit Wizard
Lightning
Lightning Arrows Wizard Mega Knight
Lightning Electro Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard Lightning
Lightning Electro Spirit
Lightning Arrows Wizard
Arrows
Lightning Wizard Mega Knight
Arrows Wizard Lightning
Lightning Arrows
P.E.K.K.A Mega Knight
Electro Spirit Lightning
Lightning
Lightning Mega Knight Little Prince
P.E.K.K.A
Lightning Wizard Mega Knight

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