My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Mediocre
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 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.

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.

Elixir Collector Electro Wizard Mega Knight Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

Punishments

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

Mini P.E.K.K.A Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Mini 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.

Mini P.E.K.K.A Electro Wizard Monk

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
Guards
Giant Snowball
Guards
Zap
Guards
Barbarian Barrel
Guards Electro Wizard
The Log
Mini P.E.K.K.A Guards
Earthquake
Elixir Collector Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Guards Electro Wizard
Fireball
Elixir Collector Electro Wizard
Poison
Elixir Collector Guards Electro Wizard
Lightning
Mini P.E.K.K.A Elixir Collector Electro Wizard Monk
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Mini P.E.K.K.A Elixir Collector Rage Guards Mega Knight

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.

Electro Wizard

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 Rage Guards Mini P.E.K.K.A Electro Wizard Monk Elixir Collector Mega Knight

Shortest cycle

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

11 Zap Rage Guards Mini P.E.K.K.A

Attack Synergies 1 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
Electro Wizard Mini P.E.K.K.A Guards Mega Knight
Mini P.E.K.K.A
Zap Rage Electro Wizard Mega Knight
Elixir Collector
Rage
Mini P.E.K.K.A Electro Wizard
Guards
Zap
Electro Wizard
Zap Mini P.E.K.K.A Rage Mega Knight
Mega Knight
Zap Mini P.E.K.K.A Electro Wizard
Monk

Defense Synergies 4 4

Zap
Mini P.E.K.K.A Electro Wizard Mega Knight Guards
Mini P.E.K.K.A
Zap Electro Wizard Guards
Elixir Collector
Rage
Guards
Zap Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Guards Mega Knight
Mega Knight
Zap Electro Wizard
Monk

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 Electro Wizard
Mini P.E.K.K.A Zap Electro Wizard Mega Knight Monk
Mini P.E.K.K.A Mega Knight Electro Wizard
Mini P.E.K.K.A Guards Electro Wizard Mega Knight Monk
Mini P.E.K.K.A Mega Knight Monk
Zap Guards Electro Wizard Mega Knight
Electro Wizard Zap
Zap Electro Wizard Mega Knight Monk
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Electro Wizard Mega Knight
Guards Electro Wizard Zap Mega Knight
Zap Electro Wizard
Mini P.E.K.K.A Mega Knight Zap Guards Electro Wizard
Mega Knight Zap Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Monk Zap Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Electro Wizard
Mega Knight Zap Guards Electro Wizard
Zap Guards Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Mega Knight Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Zap Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A Mega Knight Monk
Guards Mega Knight Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Guards Mega Knight Zap Electro Wizard Monk
Mini P.E.K.K.A Guards Mega Knight
Zap Electro Wizard Monk
Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Mega Knight
Zap Electro Wizard Mega Knight Mini P.E.K.K.A Monk
Guards
Mega Knight Mini P.E.K.K.A Guards
Mega Knight Monk Zap Guards Electro Wizard
Mini P.E.K.K.A Mega Knight Guards
Mega Knight
Guards Electro Wizard Zap Mini P.E.K.K.A Monk
Mega Knight Zap Mini P.E.K.K.A Electro Wizard
Zap 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.)

Guards Monk
Monk Zap Electro Wizard
Guards
Zap Mega Knight
Zap Monk
Zap
Monk Zap
Mini P.E.K.K.A Guards Electro Wizard
Monk Zap Electro Wizard
Monk Zap
Monk
Zap
Zap
Mega Knight
Monk
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Electro Wizard Mega Knight Monk
Zap Mega Knight Monk
Mega Knight Monk
Monk
Zap Monk
Zap Mega Knight
Zap Electro Wizard Monk
Zap Mega Knight Monk
Zap
Zap Electro Wizard
Zap Electro Wizard Guards
Mini P.E.K.K.A
Zap Mega Knight
Zap Electro Wizard Monk
Mega Knight
Monk
Zap Electro Wizard Guards
Zap Electro Wizard Monk
Mini P.E.K.K.A Electro Wizard Mega Knight
Zap
Monk Zap
Mega Knight
Zap Guards Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight Monk
Mega Knight Monk

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