My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Little Prince

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.

Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Mega Knight Little Prince

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Royal Ghost 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.

Battle Ram P.E.K.K.A Royal Ghost 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Royal Ghost 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 Battle Ram P.E.K.K.A Royal Ghost 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 Arrows Royal Ghost Little Prince Battle Ram Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Arrows Royal Ghost Little Prince

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 Battle Ram P.E.K.K.A Electro Wizard Royal Ghost Mega Knight Little Prince
Arrows
Zap P.E.K.K.A Battle Ram Mega Knight
Battle Ram
Zap Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram
Royal Ghost
Zap Battle Ram Electro Wizard Mega Knight Little Prince
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost Mega Knight
Mega Knight
Zap Arrows Royal Ghost Electro Wizard
Little Prince
Zap Royal Ghost

Defense Synergies 3 12

Zap
Electro Wizard Mega Knight Arrows P.E.K.K.A Royal Ghost Little Prince
Arrows
Mega Knight Zap P.E.K.K.A Little Prince
Battle Ram
P.E.K.K.A
Zap Arrows Electro Wizard
Royal Ghost
Zap Electro Wizard Mega Knight Little Prince
Electro Wizard
Zap P.E.K.K.A Royal Ghost Mega Knight Little Prince
Mega Knight
Zap Arrows Royal Ghost Electro Wizard
Little Prince
Zap Arrows Royal Ghost 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 Electro Wizard
P.E.K.K.A Zap Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Zap Royal Ghost Electro Wizard Mega Knight
Electro Wizard Zap Arrows Little Prince
Zap Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Royal Ghost Electro Wizard Mega Knight Little Prince
Electro Wizard Zap Arrows Royal Ghost Mega Knight
Arrows Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Electro Wizard
Mega Knight Zap Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows P.E.K.K.A Electro Wizard
Arrows Mega Knight Zap Royal Ghost Electro Wizard Little Prince
Zap Arrows Royal Ghost Electro Wizard Mega Knight Little Prince
P.E.K.K.A Electro Wizard
Royal Ghost Mega Knight Arrows P.E.K.K.A Electro Wizard Little Prince

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Royal Ghost Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight
Arrows Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Electro Wizard Zap P.E.K.K.A Little Prince
Arrows Mega Knight Zap P.E.K.K.A Royal Ghost 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.)

Arrows Royal Ghost
Arrows Zap Royal Ghost Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Zap
Arrows
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight Little Prince
Mega Knight
Arrows
Zap Arrows
Zap Arrows Mega Knight Little Prince
Arrows Zap Royal Ghost Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows Electro Wizard Little Prince
Zap Electro Wizard
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Zap Electro Wizard
Zap Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Royal Ghost Electro Wizard Mega Knight Little Prince

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