My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard 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.

Wizard P.E.K.K.A Electro Wizard Mega Knight Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Zap Arrows Fireball

Punishments

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

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.

P.E.K.K.A Mega Knight Lava Hound

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

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
Lava Hound
Giant Snowball
Lava Hound
Zap
Lava Hound
Barbarian Barrel
Wizard Electro Wizard
The Log
Earthquake
Arrows
Lava Hound
Royal Delivery
Wizard P.E.K.K.A Electro Wizard Lava Hound
Fireball
Wizard Electro Wizard Lava Hound
Poison
Wizard Electro Wizard Lava Hound
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball 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.

Arrows 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 Wizard Electro Wizard Lava Hound

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.

Zap Arrows Fireball Electro Wizard Wizard P.E.K.K.A Mega Knight Lava Hound

Shortest cycle

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

13 Zap Arrows Fireball Electro Wizard

Attack Synergies 9 8

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.

Zap
Arrows Fireball P.E.K.K.A Electro Wizard Mega Knight Lava Hound
Arrows
Zap Fireball P.E.K.K.A Lava Hound Mega Knight
Fireball
Zap Arrows Lava Hound Electro Wizard Mega Knight
Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Mega Knight
Mega Knight
Zap Arrows Fireball Wizard Electro Wizard
Lava Hound
Arrows Fireball Zap

Defense Synergies 4 11

Zap
Fireball Electro Wizard Mega Knight Arrows P.E.K.K.A
Arrows
Mega Knight Zap Fireball P.E.K.K.A
Fireball
Zap Arrows Electro Wizard Mega Knight
Wizard
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Fireball Wizard Electro Wizard
Lava Hound

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 Wizard Electro Wizard
P.E.K.K.A Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Arrows Fireball P.E.K.K.A Mega Knight
Arrows Fireball Zap Electro Wizard Mega Knight
Electro Wizard Zap Arrows Fireball Wizard
Zap Arrows Fireball P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Mega Knight
Electro Wizard Zap Arrows Fireball Wizard Mega Knight
Arrows Zap Fireball Wizard Electro Wizard
P.E.K.K.A Mega Knight Zap Fireball Wizard Electro Wizard
Fireball Wizard Mega Knight Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Arrows Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Mega Knight Zap Wizard Electro Wizard
Zap Arrows Wizard Fireball Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Wizard Mega Knight Arrows 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 Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Wizard Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
P.E.K.K.A Mega Knight
Arrows Fireball Wizard Zap Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Fireball
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Wizard
Wizard Fireball Mega Knight
Electro Wizard Zap Fireball P.E.K.K.A
Arrows Mega Knight Zap Fireball Wizard P.E.K.K.A Electro Wizard
Zap Arrows 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 Arrows
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Wizard Zap Arrows Mega Knight
Arrows Fireball Wizard Zap
Arrows Wizard
Arrows Fireball Zap Wizard
Arrows Fireball Zap Wizard
Fireball Electro Wizard
Zap Arrows Fireball Wizard Electro Wizard
Fireball Zap Arrows Wizard
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Wizard
Arrows Fireball Wizard Mega Knight
Arrows Fireball
Zap Arrows Fireball Wizard Electro Wizard Mega Knight
Zap Arrows Fireball Wizard Mega Knight
Fireball Mega Knight
Arrows Fireball Wizard
Zap Arrows Fireball
Zap Arrows Fireball Wizard Mega Knight
Arrows Fireball Zap Wizard Electro Wizard
Fireball Zap Arrows Wizard Mega Knight
Fireball Zap Arrows
Zap Arrows Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Arrows Fireball Wizard Mega Knight
Zap Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight
Arrows Fireball Wizard
Zap Electro Wizard Fireball
Fireball Zap Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Wizard Electro Wizard Mega Knight
Arrows Zap Fireball Wizard
Zap Arrows Fireball
P.E.K.K.A Mega Knight
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Mega Knight
P.E.K.K.A
Fireball Wizard Mega Knight

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