My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Firecracker 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.

Skeletons Firecracker Balloon Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage

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 Balloon 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.

Mini P.E.K.K.A Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Mini P.E.K.K.A Rage 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.

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 Rage Firecracker Little Prince Mini P.E.K.K.A Electro Wizard Balloon Mega Knight

Shortest cycle

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

9 Skeletons Rage Firecracker Little Prince

Attack Synergies 1 12

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
Firecracker
Mini P.E.K.K.A Balloon Mega Knight
Mini P.E.K.K.A
Firecracker Rage Electro Wizard Mega Knight Little Prince
Rage
Balloon Mini P.E.K.K.A Electro Wizard
Balloon
Rage Firecracker Electro Wizard Mega Knight Little Prince
Electro Wizard
Mini P.E.K.K.A Rage Balloon Mega Knight
Mega Knight
Firecracker Mini P.E.K.K.A Balloon Electro Wizard
Little Prince
Mini P.E.K.K.A Balloon

Defense Synergies 1 9

Skeletons
Firecracker Mini P.E.K.K.A Electro Wizard Little Prince
Firecracker
Skeletons Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A
Electro Wizard Skeletons Firecracker
Rage
Balloon
Electro Wizard
Mini P.E.K.K.A Skeletons Firecracker Mega Knight Little Prince
Mega Knight
Firecracker Electro Wizard
Little Prince
Skeletons 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.

Firecracker Electro Wizard
Mini P.E.K.K.A Skeletons Firecracker Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Electro Wizard
Mini P.E.K.K.A Skeletons Firecracker Electro Wizard Mega Knight
Firecracker Mini P.E.K.K.A Mega Knight
Skeletons Firecracker Electro Wizard Mega Knight
Electro Wizard Firecracker Little Prince
Electro Wizard Mega Knight
Mini P.E.K.K.A Skeletons
Skeletons Firecracker Mini P.E.K.K.A Electro Wizard Mega Knight Little Prince
Electro Wizard Skeletons Firecracker Mega Knight
Firecracker Electro Wizard
Mini P.E.K.K.A Mega Knight Skeletons Electro Wizard
Mega Knight Firecracker Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Skeletons Firecracker Mini P.E.K.K.A Electro Wizard
Mega Knight Firecracker Electro Wizard Little Prince
Firecracker Electro Wizard Mega Knight Little Prince
Mini P.E.K.K.A Electro Wizard
Mega Knight Firecracker Mini P.E.K.K.A Electro Wizard Little Prince

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 Electro Wizard
Electro Wizard Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Mega Knight Electro Wizard
Skeletons Mini P.E.K.K.A Mega Knight
Firecracker Skeletons Electro Wizard
Mini P.E.K.K.A Skeletons Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Skeletons Firecracker Mini P.E.K.K.A
Skeletons
Mega Knight Mini P.E.K.K.A
Mega Knight Electro Wizard
Mini P.E.K.K.A Mega Knight Skeletons
Firecracker Mega Knight
Electro Wizard Skeletons Firecracker Mini P.E.K.K.A Little Prince
Mega Knight Firecracker Mini P.E.K.K.A 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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker
Firecracker
Mini P.E.K.K.A Electro Wizard
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Mega Knight
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Electro Wizard Mega Knight
Firecracker Mega Knight Little Prince
Mega Knight
Firecracker Mega Knight Little Prince
Firecracker Electro Wizard
Mega Knight
Firecracker
Firecracker Electro Wizard Little Prince
Electro Wizard Firecracker
Mini P.E.K.K.A
Mega Knight
Firecracker Electro Wizard
Mega Knight
Firecracker
Electro Wizard
Firecracker Electro Wizard
Firecracker Mini P.E.K.K.A Electro Wizard Mega Knight
Firecracker
Firecracker Mega Knight
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight Little Prince

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