My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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.

Tesla Wizard Electro Wizard Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Wizard P.E.K.K.A Electro Wizard Mega Knight Little Prince

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 Tornado

Punishments

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

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.

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.

Electro Wizard

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
Giant Snowball
Little Prince
Zap
Little Prince
Barbarian Barrel
Tesla Wizard Electro Wizard Little Prince
The Log
Little Prince
Earthquake
Tesla
Arrows
Little Prince
Royal Delivery
Wizard P.E.K.K.A Electro Wizard Little Prince
Fireball
Tesla Wizard Electro Wizard Little Prince
Poison
Wizard Electro Wizard Little Prince
Lightning
Tesla Wizard Electro Wizard Little Prince
Rocket
Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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.

Tornado P.E.K.K.A 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 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 Tornado Little Prince Tesla Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Tornado Little Prince Tesla

Attack Synergies 6 6

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
Tornado P.E.K.K.A Electro Wizard Mega Knight Little Prince
Tesla
Wizard
Tornado P.E.K.K.A Mega Knight
Tornado
Zap Wizard P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Tornado Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Mega Knight
Mega Knight
Zap Wizard Tornado Electro Wizard
Little Prince
Zap

Defense Synergies 4 17

Zap
Electro Wizard Mega Knight Tesla Tornado P.E.K.K.A Little Prince
Tesla
Zap Wizard Tornado Electro Wizard Little Prince
Wizard
Tornado Tesla P.E.K.K.A Electro Wizard Mega Knight
Tornado
Wizard P.E.K.K.A Zap Tesla Electro Wizard Mega Knight Little Prince
P.E.K.K.A
Tornado Zap Wizard Electro Wizard
Electro Wizard
Zap Tesla Wizard Tornado P.E.K.K.A Mega Knight Little Prince
Mega Knight
Zap Wizard Tornado Electro Wizard
Little Prince
Zap Tesla Tornado Electro 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 Tesla Wizard Electro Wizard
P.E.K.K.A Zap Tesla Electro Wizard Mega Knight
Tesla Tornado P.E.K.K.A Mega Knight Electro Wizard
Tesla P.E.K.K.A Electro Wizard Mega Knight
Tornado P.E.K.K.A Mega Knight
Tornado Zap Tesla Electro Wizard Mega Knight
Tesla Tornado Electro Wizard Zap Wizard Little Prince
Zap Tesla P.E.K.K.A Electro Wizard Mega Knight
Tesla P.E.K.K.A Tornado
Tornado Tesla Electro Wizard Mega Knight Little Prince
Electro Wizard Zap Tesla Wizard Tornado Mega Knight
Tesla Zap Wizard Tornado Electro Wizard
Tesla P.E.K.K.A Mega Knight Zap Wizard Electro Wizard
Wizard Mega Knight Zap Tesla Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Tesla Electro Wizard Mega Knight
Tornado Zap Tesla P.E.K.K.A Electro Wizard Mega Knight
Tesla Wizard Mega Knight Tornado P.E.K.K.A Electro Wizard
Tesla Mega Knight Zap Wizard Tornado Electro Wizard Little Prince
Zap Wizard Tornado Tesla Electro Wizard Mega Knight Little Prince
P.E.K.K.A Tesla Tornado Electro Wizard
Wizard Mega Knight Tesla P.E.K.K.A Electro Wizard Little Prince
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Mega Knight Zap Tesla P.E.K.K.A Electro Wizard
Electro Wizard Zap Tesla Wizard Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Tesla Tornado Electro Wizard
P.E.K.K.A Tesla Mega Knight
Wizard Zap Tesla Tornado Electro Wizard
P.E.K.K.A Tesla Electro Wizard
P.E.K.K.A Mega Knight Tesla
Zap P.E.K.K.A Electro Wizard Mega Knight Tornado
P.E.K.K.A Tesla
P.E.K.K.A Mega Knight Tesla
P.E.K.K.A Mega Knight Zap Tornado Electro Wizard
P.E.K.K.A Mega Knight Tesla Wizard
Wizard Tesla Mega Knight
Tesla Electro Wizard Zap Tornado P.E.K.K.A Little Prince
Mega Knight Zap Tesla Wizard 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.)

Zap Tornado Electro Wizard
Wizard Zap Mega Knight
Wizard Zap Tornado
Wizard Tornado
Zap Wizard Tornado
Zap Wizard Tornado
Tornado Electro Wizard
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado
Zap
Zap Wizard
Wizard Mega Knight
Tornado
Zap Wizard Electro Wizard Mega Knight
Zap Wizard Tornado Mega Knight Little Prince
Mega Knight
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard Mega Knight Little Prince
Zap Wizard Tornado Electro Wizard
Zap Wizard Tornado Mega Knight
Zap Tornado
Zap Wizard Tornado Electro Wizard Little Prince
Zap Electro Wizard Wizard
Zap Wizard Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Wizard
Zap Electro Wizard
Zap Wizard Tornado Electro Wizard
Wizard Electro Wizard Mega Knight
Zap Wizard
Zap Tornado
P.E.K.K.A Mega Knight
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Mega Knight Little Prince
P.E.K.K.A
Wizard Mega Knight

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