My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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.

Skeletons Bats Electro Wizard Mega Knight Goblinstein

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.

Fireball

Punishments

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

Mini P.E.K.K.A 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.

Mini 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.

Mini P.E.K.K.A Electro Wizard Goblin Machine

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Goblin Machine 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 Mini P.E.K.K.A Goblin Machine 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 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.

Skeletons Bats Fireball Mini P.E.K.K.A Electro Wizard Goblin Machine Goblinstein Mega Knight

Shortest cycle

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

11 Skeletons Bats Fireball Mini P.E.K.K.A

Attack Synergies 1 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.

Skeletons
Bats
Mega Knight Mini P.E.K.K.A
Fireball
Electro Wizard Mega Knight
Mini P.E.K.K.A
Bats Electro Wizard Mega Knight
Electro Wizard
Fireball Mini P.E.K.K.A Mega Knight
Goblin Machine
Mega Knight
Bats Fireball Mini P.E.K.K.A Electro Wizard
Goblinstein

Defense Synergies 1 10

Skeletons
Bats Mini P.E.K.K.A Electro Wizard
Bats
Skeletons Mini P.E.K.K.A Electro Wizard Mega Knight
Fireball
Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A
Electro Wizard Skeletons Bats Fireball
Electro Wizard
Mini P.E.K.K.A Skeletons Bats Fireball Mega Knight
Goblin Machine
Mega Knight
Bats Fireball Electro Wizard
Goblinstein

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 Electro Wizard
Mini P.E.K.K.A Skeletons Bats Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Bats Electro Wizard
Mini P.E.K.K.A Skeletons Bats Electro Wizard Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Skeletons Bats Electro Wizard Mega Knight
Bats Electro Wizard Fireball
Fireball Electro Wizard Mega Knight
Mini P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A Electro Wizard Mega Knight
Bats Electro Wizard Skeletons Fireball Mega Knight
Bats Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight Skeletons Bats Fireball Electro Wizard
Fireball Mega Knight Bats Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Skeletons Bats Fireball Mini P.E.K.K.A Electro Wizard
Fireball Mega Knight Bats Electro Wizard
Bats Fireball Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Mega Knight Bats Fireball Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Fireball Electro Wizard
Fireball Electro Wizard Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Mega Knight Bats Fireball Electro Wizard
Skeletons Mini P.E.K.K.A Mega Knight
Fireball Skeletons Bats Electro Wizard
Mini P.E.K.K.A Skeletons Bats Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Skeletons Bats Fireball Mini P.E.K.K.A
Skeletons
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight Skeletons Fireball
Fireball Mega Knight
Electro Wizard Skeletons Bats Fireball Mini P.E.K.K.A
Bats Mega Knight Fireball Mini P.E.K.K.A 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
Fireball Electro Wizard
Fireball
Fireball
Fireball Mega Knight
Fireball Bats Goblin Machine
Fireball
Fireball
Bats Fireball Mini P.E.K.K.A Electro Wizard
Fireball Electro Wizard Goblin Machine
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Mega Knight
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Electro Wizard Goblin Machine Mega Knight
Fireball Goblin Machine Mega Knight
Fireball Mega Knight
Fireball
Fireball
Fireball Goblin Machine Mega Knight
Fireball Electro Wizard
Fireball Mega Knight
Fireball
Bats Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball Mini P.E.K.K.A
Fireball Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball
Electro Wizard Bats Fireball
Fireball Electro Wizard
Fireball
Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Fireball
Fireball
Mega Knight
Bats Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Electro Wizard Mega Knight
Fireball Mega Knight

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