My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Skeletons Bats Wizard P.E.K.K.A Bandit 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.

Arrows

Punishments

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

Bandit Mega Knight

Pump responses

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

Missing

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 Bandit 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 Bandit

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

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 Bats 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Arrows Bandit Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Bats Arrows

Attack Synergies 2 10

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 Bandit
Bats
Mega Knight P.E.K.K.A Bandit
Arrows
P.E.K.K.A Bandit Mega Knight
Wizard
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Arrows Electro Spirit Bats Wizard
Bandit
Electro Spirit Bats Arrows Wizard Mega Knight
Mega Knight
Bats Arrows Wizard Bandit

Defense Synergies 1 14

Skeletons
Electro Spirit Bats Wizard P.E.K.K.A Bandit
Electro Spirit
Skeletons
Bats
Skeletons P.E.K.K.A Bandit Mega Knight
Arrows
Mega Knight P.E.K.K.A Bandit
Wizard
Skeletons P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Skeletons Bats Arrows Wizard
Bandit
Skeletons Bats Arrows Wizard Mega Knight
Mega Knight
Arrows Bats Wizard Bandit

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.

Wizard
P.E.K.K.A Skeletons Bats Bandit Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats Bandit
P.E.K.K.A Skeletons Bats Bandit Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Electro Spirit Bats Bandit Mega Knight
Bats Electro Spirit Arrows Wizard
Electro Spirit Arrows P.E.K.K.A Bandit Mega Knight
P.E.K.K.A Skeletons
Skeletons Bandit Mega Knight
Bats Skeletons Electro Spirit Arrows Wizard Bandit Mega Knight
Arrows Bats Wizard
P.E.K.K.A Mega Knight Skeletons Bats Wizard Bandit
Wizard Mega Knight Electro Spirit Bats Arrows P.E.K.K.A
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A Bandit Mega Knight
Wizard Mega Knight Skeletons Bats Arrows P.E.K.K.A
Arrows Mega Knight Electro Spirit Bats Wizard Bandit
Arrows Wizard Electro Spirit Bats Bandit Mega Knight
P.E.K.K.A
Wizard Mega Knight Electro Spirit Bats Arrows P.E.K.K.A Bandit

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 Bandit
Bandit Arrows Wizard Mega Knight
P.E.K.K.A Bandit Mega Knight Skeletons Bats
P.E.K.K.A Mega Knight Bats Bandit
P.E.K.K.A Skeletons Bandit Mega Knight
Arrows Wizard Skeletons Electro Spirit Bats
P.E.K.K.A Skeletons Bats Bandit
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Electro Spirit Bats Bandit
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Skeletons Wizard Bandit
Wizard Mega Knight
Skeletons Electro Spirit Bats P.E.K.K.A
Bats 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.)

Arrows Bandit
Arrows Bandit
Arrows Bandit
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Electro Spirit Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard Bandit
Bats
Arrows Wizard Bandit
Arrows Wizard
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit Mega Knight
Arrows
Bats
Arrows Wizard Bandit Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Electro Spirit Wizard Mega Knight
Arrows Wizard Bandit
Arrows Wizard Bandit Mega Knight
Arrows Bandit
Bats Arrows Wizard
Electro Spirit Bats Wizard
Arrows Wizard Bandit Mega Knight
Electro Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Electro Spirit Bats Bandit
Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Electro Spirit Bats
Bats
Bandit Mega Knight
P.E.K.K.A
Wizard Mega Knight

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