My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard 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 Battle Ram P.E.K.K.A Electro Wizard Magic Archer Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Fireball

Punishments

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

Battle Ram 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.

Battle Ram P.E.K.K.A 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.

Electro Wizard 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 Battle Ram
Giant Snowball
Skeletons Battle Ram
Zap
Skeletons Battle Ram
Barbarian Barrel
Skeletons Battle Ram Electro Wizard Magic Archer
The Log
Skeletons Battle Ram
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Battle Ram P.E.K.K.A Electro Wizard Magic Archer
Fireball
Battle Ram Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Battle Ram Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Battle Ram P.E.K.K.A 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Fireball Battle Ram Electro Wizard Magic Archer P.E.K.K.A Mega Knight

Shortest cycle

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

11 Skeletons Zap Fireball Battle Ram

Attack Synergies 7 11

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
Zap
Fireball Battle Ram P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Fireball
Zap Battle Ram Electro Wizard Magic Archer Mega Knight
Battle Ram
Zap Magic Archer Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Magic Archer Mega Knight
Magic Archer
Battle Ram P.E.K.K.A Zap Fireball Electro Wizard Mega Knight
Mega Knight
Zap Fireball Electro Wizard Magic Archer

Defense Synergies 3 12

Skeletons
Zap P.E.K.K.A Electro Wizard Magic Archer
Zap
Fireball Electro Wizard Mega Knight Skeletons P.E.K.K.A Magic Archer
Fireball
Zap Electro Wizard Mega Knight
Battle Ram
P.E.K.K.A
Skeletons Zap Electro Wizard
Electro Wizard
Zap Skeletons Fireball P.E.K.K.A Magic Archer Mega Knight
Magic Archer
Skeletons Zap Electro Wizard Mega Knight
Mega Knight
Zap Fireball Electro Wizard 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.

Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A Skeletons Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard Mega Knight
Fireball P.E.K.K.A Mega Knight
Fireball Skeletons Zap Electro Wizard Magic Archer Mega Knight
Electro Wizard Zap Fireball Magic Archer
Zap Fireball P.E.K.K.A Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Skeletons
Skeletons Electro Wizard Mega Knight
Electro Wizard Skeletons Zap Fireball Magic Archer Mega Knight
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A Mega Knight Skeletons Zap Fireball Electro Wizard
Fireball Mega Knight Zap P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Skeletons Fireball P.E.K.K.A Electro Wizard
Fireball Mega Knight Zap Electro Wizard Magic Archer
Zap Fireball Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Magic Archer Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Skeletons Mega Knight
Fireball Skeletons Zap Electro Wizard Magic Archer
P.E.K.K.A Skeletons Fireball Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Skeletons Fireball Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight Skeletons Fireball
Fireball Magic Archer Mega Knight
Electro Wizard Skeletons Zap Fireball P.E.K.K.A Magic Archer
Mega Knight Zap Fireball P.E.K.K.A Electro Wizard Magic Archer
Zap 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 Magic Archer
Fireball Zap Electro Wizard Magic Archer
Fireball Magic Archer
Fireball
Fireball Zap Magic Archer Mega Knight
Fireball Zap Magic Archer
Magic Archer
Fireball Zap Magic Archer
Fireball Zap
Fireball Electro Wizard
Zap Fireball Electro Wizard Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Magic Archer Fireball Mega Knight
Fireball
Zap Fireball Electro Wizard Magic Archer Mega Knight
Zap Fireball Magic Archer Mega Knight
Fireball Magic Archer Mega Knight
Fireball
Zap Fireball
Zap Fireball Magic Archer Mega Knight
Fireball Zap Electro Wizard Magic Archer
Fireball Zap Magic Archer Mega Knight
Fireball Zap Magic Archer
Zap Fireball Electro Wizard Magic Archer
Zap Electro Wizard Fireball
Fireball
Zap Fireball Magic Archer Mega Knight
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Fireball Magic Archer
Zap Electro Wizard Fireball Magic Archer
Fireball Zap Electro Wizard Magic Archer
Fireball
Fireball Electro Wizard Magic Archer Mega Knight
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A Mega Knight
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Electro Wizard Magic Archer Mega Knight
P.E.K.K.A
Fireball Mega Knight

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