My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Goblin Barrel

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.

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.

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
Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army
The Log
Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Wizard Goblin Barrel Skeleton Army P.E.K.K.A
Fireball
Wizard Goblin Barrel Skeleton Army
Poison
Wizard Skeleton Army
Lightning
Wizard
Rocket
Wizard

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

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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 Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Arrows Goblin Barrel Skeleton Army Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Mirror Zap Arrows Goblin Barrel

Attack Synergies 6 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.

Zap
Arrows Mirror P.E.K.K.A Mega Knight
Arrows
Zap Mirror P.E.K.K.A Goblin Barrel Mega Knight
Wizard
P.E.K.K.A Mega Knight
Mirror
Zap Arrows Goblin Barrel Skeleton Army
Goblin Barrel
Mirror Arrows Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army
Mirror Goblin Barrel
P.E.K.K.A
Zap Arrows Wizard Goblin Barrel
Mega Knight
Zap Arrows Wizard Goblin Barrel

Defense Synergies 5 8

Zap
Mirror Mega Knight Arrows Skeleton Army P.E.K.K.A
Arrows
Mirror Mega Knight Zap P.E.K.K.A
Wizard
Skeleton Army P.E.K.K.A Mega Knight
Mirror
Zap Arrows Skeleton Army Mega Knight
Goblin Barrel
Skeleton Army
Mirror Zap Wizard
P.E.K.K.A
Zap Arrows Wizard
Mega Knight
Zap Arrows Wizard Mirror

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 Wizard
Skeleton Army P.E.K.K.A Zap Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Arrows Skeleton Army P.E.K.K.A Mega Knight
Arrows Skeleton Army Zap Mega Knight
Zap Arrows Wizard
Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Skeleton Army
Skeleton Army Mega Knight
Skeleton Army Zap Arrows Wizard Mega Knight
Arrows Zap Wizard
Skeleton Army P.E.K.K.A Mega Knight Zap Wizard
Wizard Skeleton Army Mega Knight Zap Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Skeleton Army P.E.K.K.A
Arrows Mega Knight Zap Wizard Skeleton Army
Zap Arrows Wizard Mega Knight
P.E.K.K.A
Wizard Skeleton Army Mega Knight Arrows P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap P.E.K.K.A
Zap Arrows Wizard Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Zap
Skeleton Army P.E.K.K.A Mega Knight Zap
P.E.K.K.A Skeleton Army Mega Knight
Arrows Wizard Zap
Skeleton Army P.E.K.K.A
P.E.K.K.A Mega Knight Skeleton Army
Zap P.E.K.K.A Mega Knight Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Zap Arrows
Skeleton Army P.E.K.K.A Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Zap 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
Arrows Zap
Arrows
Arrows
Wizard Zap Arrows Mega Knight
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Zap Arrows Wizard 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 Skeleton Army
Zap Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A Mega Knight
Zap
Zap
Zap Mega Knight
P.E.K.K.A
Wizard Mega Knight

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