My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

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 Knight Battle Ram Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Zap

Punishments

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

Battle Ram Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Battle Ram 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.

Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Knight 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.

Goblin Barrel

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 Goblin Barrel

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 Zap Knight Goblin Barrel Battle Ram Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons Zap Knight Goblin Barrel

Attack Synergies 4 9

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
Battle Ram P.E.K.K.A Knight Mega Knight
Knight
Battle Ram Goblin Barrel Zap Wizard
Battle Ram
Zap Knight Goblin Barrel P.E.K.K.A
Wizard
Knight P.E.K.K.A Mega Knight
Goblin Barrel
Knight Battle Ram P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Battle Ram Wizard Goblin Barrel
Mega Knight
Zap Wizard Goblin Barrel

Defense Synergies 1 9

Skeletons
Zap Knight Wizard P.E.K.K.A
Zap
Mega Knight Skeletons Knight P.E.K.K.A
Knight
Skeletons Zap Wizard
Battle Ram
Wizard
Skeletons Knight P.E.K.K.A Mega Knight
Goblin Barrel
P.E.K.K.A
Skeletons Zap Wizard
Mega Knight
Zap 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.

Zap Knight Wizard
P.E.K.K.A Skeletons Zap Knight Mega Knight
P.E.K.K.A Mega Knight Skeletons Knight
P.E.K.K.A Skeletons Knight Mega Knight
P.E.K.K.A Mega Knight
Skeletons Zap Mega Knight
Zap Wizard
Zap P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons
Knight Skeletons Mega Knight
Skeletons Zap Knight Wizard Mega Knight
Zap Wizard
P.E.K.K.A Mega Knight Skeletons Zap Knight Wizard
Wizard Mega Knight Zap P.E.K.K.A
P.E.K.K.A Knight Mega Knight
Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Knight P.E.K.K.A
Mega Knight Zap Knight Wizard
Zap Wizard Knight Mega Knight
P.E.K.K.A
Wizard Mega Knight Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Zap P.E.K.K.A
Zap Knight Wizard Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap Knight
P.E.K.K.A Mega Knight Zap Knight
P.E.K.K.A Skeletons Knight Mega Knight
Wizard Skeletons Zap
P.E.K.K.A Skeletons Knight
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Mega Knight Skeletons Knight
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Skeletons Knight Wizard
Wizard Mega Knight
Skeletons Zap Knight P.E.K.K.A
Mega Knight Zap Wizard P.E.K.K.A
Zap

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.)

Knight
Zap
Knight
Wizard Zap Mega Knight
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Zap Knight Wizard
Zap Wizard
Knight
Zap
Zap Wizard
Wizard Mega Knight
Zap Wizard Mega Knight
Zap Wizard Mega Knight
Mega Knight
Wizard
Zap
Zap Wizard Mega Knight
Zap Wizard
Zap Wizard Mega Knight
Zap
Zap Wizard
Zap Wizard
Zap Wizard Mega Knight
Zap
P.E.K.K.A Mega Knight
Wizard
Zap
Zap Wizard
Knight Wizard Mega Knight
Zap Wizard
Zap
P.E.K.K.A Mega Knight
Zap
Zap
Zap Mega Knight
P.E.K.K.A
Wizard Mega Knight

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