My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch

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.

Witch P.E.K.K.A Mega Knight Golden Knight

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Fireball Freeze

Punishments

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

Graveyard Mega Knight Golden Knight

Pump responses

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

Fireball Graveyard

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.

Graveyard Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze 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.

Freeze 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 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.

Fireball Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Fireball Freeze Golden Knight Witch Graveyard P.E.K.K.A Mega Knight

Shortest cycle

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

14 Zap Fireball Freeze Golden Knight

Attack Synergies 5 12

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
Fireball P.E.K.K.A Graveyard Freeze Witch Mega Knight
Fireball
Zap Graveyard Freeze Mega Knight Golden Knight
Freeze
Graveyard Zap Fireball
Witch
Zap P.E.K.K.A Graveyard Mega Knight
P.E.K.K.A
Zap Witch Graveyard
Graveyard
Zap Fireball Freeze Witch P.E.K.K.A Mega Knight Golden Knight
Mega Knight
Zap Fireball Witch Graveyard
Golden Knight
Fireball Graveyard

Defense Synergies 2 8

Zap
Fireball Mega Knight Witch P.E.K.K.A Golden Knight
Fireball
Zap Freeze Mega Knight Golden Knight
Freeze
Fireball Mega Knight
Witch
Zap Mega Knight
P.E.K.K.A
Zap
Graveyard
Mega Knight
Zap Fireball Freeze Witch
Golden Knight
Zap Fireball

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 Golden Knight
P.E.K.K.A Zap Witch Mega Knight
Witch P.E.K.K.A Mega Knight Freeze
Witch P.E.K.K.A Mega Knight
Fireball P.E.K.K.A Mega Knight
Fireball Freeze Zap Mega Knight
Zap Fireball Freeze Witch
Zap Fireball P.E.K.K.A Mega Knight Golden Knight
Witch P.E.K.K.A
Mega Knight
Witch Zap Fireball Freeze Mega Knight
Zap Fireball Witch
P.E.K.K.A Mega Knight Zap Fireball Freeze Witch
Fireball Mega Knight Zap Freeze Witch P.E.K.K.A Golden Knight
P.E.K.K.A Mega Knight
Zap Fireball Freeze P.E.K.K.A Mega Knight
Mega Knight Fireball Witch P.E.K.K.A
Fireball Mega Knight Zap Witch Golden Knight
Zap Freeze Witch Fireball Mega Knight
P.E.K.K.A
Mega Knight Fireball Witch 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.

Mega Knight Zap Fireball Witch P.E.K.K.A
Fireball Zap Mega Knight
P.E.K.K.A Mega Knight Zap Witch Golden Knight
P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Witch Mega Knight
Fireball Zap Freeze Witch
P.E.K.K.A Fireball Witch
P.E.K.K.A Mega Knight
Zap Freeze P.E.K.K.A Mega Knight Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Golden Knight
P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Mega Knight Fireball Witch Golden Knight
Fireball Witch Mega Knight
Witch Zap Fireball Freeze P.E.K.K.A Golden Knight
Mega Knight Zap Fireball Freeze Witch P.E.K.K.A Golden Knight
Zap Fireball

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 Freeze Golden Knight
Fireball Zap Golden Knight
Fireball
Fireball Freeze
Fireball Zap Mega Knight
Fireball Zap Freeze Witch
Witch
Fireball Zap Freeze
Fireball Zap Golden Knight
Fireball
Zap Fireball Golden Knight
Fireball Zap
Fireball Golden Knight
Fireball Freeze
Zap Fireball
Zap Fireball Witch Golden Knight
Fireball Mega Knight
Fireball Freeze
Zap Fireball Mega Knight
Zap Fireball Witch Mega Knight Golden Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Freeze Fireball Witch Mega Knight
Witch
Fireball Zap Witch Golden Knight
Fireball Zap Witch Mega Knight Golden Knight
Fireball Zap Golden Knight
Zap Fireball Witch
Zap Fireball Freeze Witch
Fireball
Zap Fireball Mega Knight
Zap Fireball Freeze
P.E.K.K.A Mega Knight
Fireball
Zap Fireball Freeze Witch
Fireball Zap Witch
Freeze
Fireball
Fireball Mega Knight
Zap Fireball
Zap Fireball
P.E.K.K.A Mega Knight
Zap Fireball Freeze Witch Golden Knight
Zap Fireball Witch
Zap Fireball Freeze Witch Mega Knight Golden Knight
P.E.K.K.A
Fireball Mega Knight

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