My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Minions 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.

Giant Wizard Mega Knight

Offensive cards

Win conditions

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

Giant

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.

Mini P.E.K.K.A Giant 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 Giant 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
Minions Giant Guards
Giant Snowball
Minions Guards
Zap
Minions Guards
Barbarian Barrel
Wizard Guards
The Log
Mini P.E.K.K.A Guards
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Mini P.E.K.K.A Wizard Guards
Fireball
Minions Wizard
Poison
Minions Wizard Guards
Lightning
Mini P.E.K.K.A 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

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 Mini P.E.K.K.A 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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Guards Mini P.E.K.K.A Giant Wizard Mega Knight

Shortest cycle

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

11 Zap Arrows Minions Guards

Attack Synergies 6 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
Arrows Giant Minions Mini P.E.K.K.A Guards Mega Knight
Arrows
Zap Giant Mini P.E.K.K.A Mega Knight
Minions
Giant Mega Knight Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Zap Arrows Minions Wizard Mega Knight
Giant
Zap Arrows Minions Mini P.E.K.K.A Wizard Guards
Wizard
Mini P.E.K.K.A Giant Mega Knight
Guards
Zap Giant
Mega Knight
Minions Zap Arrows Mini P.E.K.K.A Wizard

Defense Synergies 3 9

Zap
Mini P.E.K.K.A Mega Knight Arrows Minions Guards
Arrows
Mega Knight Zap Mini P.E.K.K.A
Minions
Zap Mega Knight
Mini P.E.K.K.A
Zap Arrows Wizard Guards
Giant
Wizard
Mini P.E.K.K.A Guards Mega Knight
Guards
Zap Mini P.E.K.K.A Wizard
Mega Knight
Zap Arrows Minions 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 Minions Wizard
Mini P.E.K.K.A Zap Minions Mega Knight
Mini P.E.K.K.A Mega Knight Minions
Mini P.E.K.K.A Minions Guards Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Zap Minions Guards Mega Knight
Minions Zap Arrows Wizard
Zap Arrows Mega Knight
Mini P.E.K.K.A Minions
Guards Mini P.E.K.K.A Mega Knight
Minions Guards Zap Arrows Wizard Mega Knight
Arrows Minions Zap Wizard
Mini P.E.K.K.A Mega Knight Zap Minions Wizard Guards
Wizard Mega Knight Zap Arrows Minions Mini P.E.K.K.A Guards
Mini P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Minions Mini P.E.K.K.A
Arrows Mega Knight Zap Minions Wizard Guards
Zap Arrows Wizard Minions Guards Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Arrows Minions 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
Zap Arrows Mini P.E.K.K.A Wizard Mega Knight
Guards Mega Knight Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Guards Mega Knight Zap
Mini P.E.K.K.A Guards Mega Knight
Arrows Wizard Zap Minions
Mini P.E.K.K.A Guards Minions
Mini P.E.K.K.A Mega Knight
Zap Mega Knight Minions Mini P.E.K.K.A
Guards
Mega Knight Minions Mini P.E.K.K.A Guards
Mega Knight Zap Arrows Guards
Mini P.E.K.K.A Mega Knight Wizard Guards
Wizard Mega Knight
Guards Zap Minions Mini P.E.K.K.A
Arrows Minions Mega Knight Zap Mini P.E.K.K.A 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.)

Arrows Guards
Arrows Zap
Arrows
Arrows Guards
Wizard Zap Arrows Mega Knight
Arrows Wizard Zap Minions
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Minions Mini P.E.K.K.A Guards
Zap Arrows Wizard
Zap Arrows Wizard
Arrows Minions
Zap Arrows
Zap Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Minions Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Mega Knight
Zap Arrows Wizard Mega Knight
Minions 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 Minions Wizard Guards
Mini P.E.K.K.A
Zap Arrows Wizard Mega Knight
Zap Arrows
Mega Knight
Arrows Wizard
Zap Minions Guards
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Mega Knight
Arrows Zap Wizard
Zap Arrows
Mega Knight
Zap Minions Guards
Zap
Zap Mega Knight

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