My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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 Three Musketeers

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.

Knight Wizard Three Musketeers 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.

Three Musketeers Graveyard

Damage spells

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

Zap Arrows

Punishments

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

Graveyard Mega Knight

Pump responses

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

Graveyard

Dropped at the bridge

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

Knight 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.

Graveyard

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
Three Musketeers Graveyard
Giant Snowball
Three Musketeers Graveyard
Zap
Three Musketeers Graveyard
Barbarian Barrel
Knight Wizard Three Musketeers Graveyard
The Log
Three Musketeers Graveyard
Earthquake
Graveyard
Arrows
Graveyard
Royal Delivery
Knight Wizard Three Musketeers P.E.K.K.A Graveyard
Fireball
Wizard Three Musketeers
Poison
Wizard Three Musketeers Graveyard
Lightning
Knight Wizard Three Musketeers
Rocket
Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Knight 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.

Graveyard

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 Three Musketeers

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.

Zap Arrows Knight Wizard Graveyard P.E.K.K.A Mega Knight Three Musketeers

Shortest cycle

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

13 Zap Arrows Knight Wizard

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.

Zap
Arrows P.E.K.K.A Graveyard Knight Three Musketeers Mega Knight
Arrows
Zap P.E.K.K.A Graveyard Knight Mega Knight
Knight
Three Musketeers Graveyard Zap Arrows Wizard
Wizard
Knight P.E.K.K.A Mega Knight
Three Musketeers
Knight Zap Graveyard
P.E.K.K.A
Zap Arrows Wizard Graveyard
Graveyard
Zap Arrows Knight Three Musketeers P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Wizard Graveyard

Defense Synergies 2 10

Zap
Mega Knight Arrows Knight Three Musketeers P.E.K.K.A
Arrows
Mega Knight Zap Knight P.E.K.K.A
Knight
Zap Arrows Wizard Three Musketeers
Wizard
Knight P.E.K.K.A Mega Knight
Three Musketeers
Zap Knight
P.E.K.K.A
Zap Arrows Wizard
Graveyard
Mega Knight
Zap Arrows 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 Zap Knight Three Musketeers Mega Knight
Three Musketeers P.E.K.K.A Mega Knight Knight
Three Musketeers P.E.K.K.A Knight Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Zap Mega Knight
Three Musketeers Zap Arrows Wizard
Zap Arrows P.E.K.K.A Mega Knight
Three Musketeers P.E.K.K.A
Knight Mega Knight
Zap Arrows Knight Wizard Mega Knight
Arrows Three Musketeers Zap Wizard
P.E.K.K.A Mega Knight Zap Knight Wizard Three Musketeers
Wizard Three Musketeers Mega Knight Zap Arrows P.E.K.K.A
P.E.K.K.A Knight Three Musketeers Mega Knight
Zap Three Musketeers P.E.K.K.A Mega Knight
Wizard Three Musketeers Mega Knight Arrows Knight P.E.K.K.A
Arrows Mega Knight Zap Knight Wizard Three Musketeers
Zap Arrows Wizard Knight Mega Knight
P.E.K.K.A Three Musketeers
Wizard Mega Knight Arrows 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.

Knight Mega Knight Zap P.E.K.K.A
Zap Arrows Knight Wizard Mega Knight
P.E.K.K.A Mega Knight Zap Knight
P.E.K.K.A Mega Knight Zap Knight
P.E.K.K.A Knight Three Musketeers Mega Knight
Arrows Wizard Zap Three Musketeers
P.E.K.K.A Knight
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Mega Knight Knight
P.E.K.K.A Three Musketeers
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Knight Wizard Three Musketeers
Wizard Three Musketeers Mega Knight
Zap Knight Three Musketeers P.E.K.K.A
Arrows Mega Knight Zap Wizard P.E.K.K.A
Zap Arrows

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.)

Arrows Knight
Arrows Zap
Arrows
Arrows Knight
Wizard Zap Arrows Mega Knight
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Three Musketeers
Zap Arrows Knight Wizard
Zap Arrows Wizard
Knight Three Musketeers
Arrows
Zap Arrows
Zap Arrows Wizard Three Musketeers
Arrows Wizard Three Musketeers Mega Knight
Arrows Three Musketeers
Zap Arrows Wizard Three Musketeers Mega Knight
Zap Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows Wizard Mega Knight
Zap Arrows
Zap Arrows Wizard
Zap Wizard
Zap Arrows Wizard Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Zap
Zap Arrows Wizard Three Musketeers
Arrows
Knight Wizard Three Musketeers Mega Knight
Arrows Zap Wizard
Zap Arrows
Three Musketeers P.E.K.K.A Mega Knight
Zap
Zap
Zap Mega Knight
P.E.K.K.A
Wizard Mega Knight

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