My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 Baby Dragon 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.

Wizard Baby Dragon Witch Prince Mega Knight

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

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 Prince Mega Knight

Pump responses

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

Missing

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 Baby Dragon Prince 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

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 Prince
Giant Snowball
Guards Baby Dragon Witch
Zap
Guards Witch Prince
Barbarian Barrel
Wizard Guards Witch
The Log
Mini P.E.K.K.A Guards Witch Prince
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Mini P.E.K.K.A Wizard Guards Baby Dragon Witch Prince
Fireball
Wizard Baby Dragon Witch
Poison
Wizard Guards Witch
Lightning
Mini P.E.K.K.A Wizard Baby Dragon Witch Prince
Rocket
Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon 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 Guards Baby Dragon Prince 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.

Wizard 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 Guards Mini P.E.K.K.A Baby Dragon Wizard Witch Prince Mega Knight

Shortest cycle

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

13 Zap Guards Mini P.E.K.K.A Baby Dragon

Attack Synergies 2 15

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
Prince Mini P.E.K.K.A Guards Baby Dragon Witch Mega Knight
Mini P.E.K.K.A
Zap Wizard Baby Dragon Mega Knight
Wizard
Mini P.E.K.K.A Prince Mega Knight
Guards
Zap
Baby Dragon
Zap Mini P.E.K.K.A Witch Prince Mega Knight
Witch
Zap Baby Dragon Prince Mega Knight
Prince
Zap Mega Knight Wizard Baby Dragon Witch
Mega Knight
Prince Zap Mini P.E.K.K.A Wizard Baby Dragon Witch

Defense Synergies 2 19

Zap
Mini P.E.K.K.A Mega Knight Guards Baby Dragon Witch Prince
Mini P.E.K.K.A
Zap Wizard Guards Baby Dragon Witch
Wizard
Mini P.E.K.K.A Guards Prince Mega Knight
Guards
Zap Mini P.E.K.K.A Wizard Baby Dragon Witch Prince
Baby Dragon
Zap Mini P.E.K.K.A Guards Witch Prince Mega Knight
Witch
Zap Mini P.E.K.K.A Guards Baby Dragon Prince Mega Knight
Prince
Zap Wizard Guards Baby Dragon Witch
Mega Knight
Zap Wizard Baby Dragon Witch

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 Baby Dragon
Mini P.E.K.K.A Zap Witch Prince Mega Knight
Mini P.E.K.K.A Witch Prince Mega Knight
Mini P.E.K.K.A Witch Prince Guards Mega Knight
Mini P.E.K.K.A Prince Mega Knight
Zap Guards Baby Dragon Mega Knight
Zap Wizard Baby Dragon Witch
Zap Baby Dragon Mega Knight
Mini P.E.K.K.A Witch Prince
Guards Mini P.E.K.K.A Prince Mega Knight
Guards Witch Zap Wizard Baby Dragon Mega Knight
Zap Wizard Baby Dragon Witch
Mini P.E.K.K.A Prince Mega Knight Zap Wizard Guards Witch
Wizard Mega Knight Zap Mini P.E.K.K.A Guards Baby Dragon Witch Prince
Mini P.E.K.K.A Prince Mega Knight
Zap Mini P.E.K.K.A Prince Mega Knight
Wizard Mega Knight Mini P.E.K.K.A Witch Prince
Mega Knight Zap Wizard Guards Baby Dragon Witch Prince
Zap Wizard Baby Dragon Witch Guards Mega Knight
Mini P.E.K.K.A Prince
Wizard Mega Knight Mini P.E.K.K.A Guards Baby Dragon Witch Prince

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 Witch Prince
Zap Mini P.E.K.K.A Wizard Baby Dragon Prince Mega Knight
Guards Mega Knight Zap Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Guards Prince Mega Knight Zap
Mini P.E.K.K.A Guards Witch Prince Mega Knight
Wizard Zap Baby Dragon Witch
Mini P.E.K.K.A Guards Prince Witch
Mini P.E.K.K.A Mega Knight Prince
Zap Mega Knight Mini P.E.K.K.A Baby Dragon Witch Prince
Witch Guards
Mega Knight Mini P.E.K.K.A Guards Witch Prince
Mega Knight Zap Guards Prince
Mini P.E.K.K.A Prince Mega Knight Wizard Guards Witch
Wizard Baby Dragon Witch Mega Knight
Guards Witch Zap Mini P.E.K.K.A Baby Dragon Prince
Mega Knight Zap Mini P.E.K.K.A Wizard Baby Dragon Witch
Zap

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 Baby Dragon
Zap Baby Dragon
Baby Dragon
Guards Prince
Wizard Zap Baby Dragon Mega Knight
Wizard Zap Baby Dragon Witch
Wizard Baby Dragon Witch
Zap Wizard Baby Dragon
Zap Wizard
Mini P.E.K.K.A Guards Prince
Zap Wizard Prince
Zap Wizard Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon Prince
Zap Wizard Baby Dragon Witch
Wizard Baby Dragon Mega Knight
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Baby Dragon Prince Mega Knight
Zap Wizard Baby Dragon Witch Mega Knight
Baby Dragon Prince Mega Knight
Wizard
Prince
Zap Baby Dragon
Zap Wizard Baby Dragon Witch Mega Knight
Witch
Zap Wizard Baby Dragon Witch
Zap Wizard Baby Dragon Witch Prince Mega Knight
Zap Baby Dragon
Zap Wizard Baby Dragon Witch
Zap Wizard Guards Witch
Mini P.E.K.K.A
Zap Wizard Mega Knight
Zap
Prince Mega Knight
Wizard
Zap Guards Witch Prince
Zap Wizard Baby Dragon Witch
Mini P.E.K.K.A Wizard Baby Dragon Prince Mega Knight
Zap Wizard Baby Dragon
Zap
Prince Mega Knight
Zap Guards Baby Dragon Witch
Zap Witch
Zap Baby Dragon Witch Prince Mega Knight
Prince
Wizard Mega Knight

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