My Best Clash Royale Deck

Deck Check Rating

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

4 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Magic Archer

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 Elixir Collector P.E.K.K.A Royal Ghost Magic Archer 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.

Tornado

Punishments

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

Royal Ghost Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A Royal Ghost Magic Archer 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.

Royal Ghost Magic Archer

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
Zap
Skeletons
Barbarian Barrel
Skeletons Royal Ghost Magic Archer
The Log
Skeletons
Earthquake
Skeletons Elixir Collector
Arrows
Skeletons
Royal Delivery
Skeletons P.E.K.K.A Royal Ghost Magic Archer
Fireball
Elixir Collector Magic Archer
Poison
Elixir Collector Magic Archer
Lightning
Elixir Collector Magic Archer
Rocket
Elixir Collector Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Royal Ghost Magic Archer 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.

Elixir Collector Tornado P.E.K.K.A Royal Ghost Mega Knight

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.

Mirror Skeletons Tornado Royal Ghost Magic Archer Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

7 Mirror Skeletons Tornado Royal Ghost

Attack Synergies 3 7

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
Elixir Collector
Mirror
Tornado Royal Ghost Magic Archer
Tornado
P.E.K.K.A Magic Archer Mirror Mega Knight
P.E.K.K.A
Tornado Magic Archer
Royal Ghost
Mirror Magic Archer Mega Knight
Magic Archer
Tornado P.E.K.K.A Mirror Royal Ghost Mega Knight
Mega Knight
Tornado Royal Ghost Magic Archer

Defense Synergies 3 9

Skeletons
Tornado P.E.K.K.A Royal Ghost Magic Archer
Elixir Collector
Mirror
Tornado Magic Archer Mega Knight
Tornado
Mirror P.E.K.K.A Magic Archer Skeletons Mega Knight
P.E.K.K.A
Tornado Skeletons
Royal Ghost
Skeletons Mega Knight
Magic Archer
Tornado Skeletons Mirror Mega Knight
Mega Knight
Mirror Tornado Royal Ghost Magic Archer

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.

Magic Archer
P.E.K.K.A Skeletons Mega Knight
Tornado P.E.K.K.A Mega Knight Skeletons
P.E.K.K.A Skeletons Mega Knight
Tornado P.E.K.K.A Mega Knight
Tornado Skeletons Royal Ghost Magic Archer Mega Knight
Tornado Magic Archer
P.E.K.K.A Magic Archer Mega Knight
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Royal Ghost Mega Knight
Skeletons Tornado Royal Ghost Magic Archer Mega Knight
Tornado Magic Archer
P.E.K.K.A Mega Knight Skeletons
Mega Knight Tornado P.E.K.K.A Royal Ghost Magic Archer
P.E.K.K.A Mega Knight
Tornado P.E.K.K.A Mega Knight
Mega Knight Skeletons Tornado P.E.K.K.A
Mega Knight Tornado Royal Ghost Magic Archer
Tornado Royal Ghost Magic Archer Mega Knight
P.E.K.K.A Tornado
Royal Ghost Mega Knight P.E.K.K.A
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 Royal Ghost
Royal Ghost Magic Archer Mega Knight
P.E.K.K.A Mega Knight Skeletons
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Skeletons Mega Knight
Skeletons Tornado Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Tornado Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Tornado
P.E.K.K.A Mega Knight Skeletons
Magic Archer Mega Knight
Skeletons Tornado P.E.K.K.A Magic Archer
Mega Knight P.E.K.K.A Royal Ghost Magic Archer

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.)

Magic Archer Royal Ghost
Tornado Royal Ghost Magic Archer
Magic Archer
Magic Archer Mega Knight
Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Tornado
Tornado
Tornado Magic Archer
Tornado Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer
Magic Archer Mega Knight
Tornado
Magic Archer Mega Knight
Tornado Magic Archer Mega Knight
Magic Archer Mega Knight
Tornado
Tornado
Tornado Magic Archer Mega Knight
Tornado Royal Ghost Magic Archer
Tornado Magic Archer Mega Knight
Tornado Magic Archer
Tornado Magic Archer
Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Mega Knight
Magic Archer
Magic Archer
Tornado Magic Archer
Magic Archer Mega Knight
Magic Archer
Tornado
P.E.K.K.A Mega Knight
Tornado Magic Archer
Tornado Magic Archer
Tornado Royal Ghost Magic Archer Mega Knight
P.E.K.K.A
Mega Knight

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