My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Mega Minion

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.

Mega Minion P.E.K.K.A Golem Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Fireball Poison

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.

Fireball Poison

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 Golem 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.

Golem

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
Mega Minion
Zap
Barbarian Barrel
The Log
Earthquake
Arrows
Royal Delivery
Mega Minion P.E.K.K.A
Fireball
Mega Minion
Poison
Mega Minion
Lightning
Mega Minion
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Poison 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.

Mega Minion Poison P.E.K.K.A Golem Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball

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.

Mirror Zap Mega Minion Fireball Poison P.E.K.K.A Mega Knight Golem

Shortest cycle

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

9 Mirror Zap Mega Minion Fireball

Attack Synergies 9 9

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
Mega Minion Fireball Mirror P.E.K.K.A Poison Golem Mega Knight
Mega Minion
Zap Golem Fireball Poison Mega Knight
Fireball
Zap Mirror Golem Mega Minion Mega Knight
Mirror
Zap Fireball Poison
Poison
P.E.K.K.A Golem Zap Mega Minion Mirror Mega Knight
P.E.K.K.A
Zap Poison
Golem
Mega Minion Fireball Poison Zap
Mega Knight
Zap Mega Minion Fireball Poison

Defense Synergies 5 7

Zap
Mega Minion Fireball Mirror Mega Knight Poison P.E.K.K.A
Mega Minion
Zap Mega Knight
Fireball
Zap Mirror Mega Knight
Mirror
Zap Fireball Poison Mega Knight
Poison
Zap Mirror Mega Knight
P.E.K.K.A
Zap
Golem
Mega Knight
Zap Mega Minion Fireball Mirror Poison

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 Mega Minion Fireball
P.E.K.K.A Zap Mega Minion Mega Knight
P.E.K.K.A Mega Knight Mega Minion
P.E.K.K.A Mega Minion Mega Knight
Fireball Poison P.E.K.K.A Mega Knight
Fireball Zap Mega Minion Mega Knight
Mega Minion Zap Fireball Poison
Zap Fireball Poison P.E.K.K.A Mega Knight
P.E.K.K.A
Mega Knight
Poison Zap Mega Minion Fireball Mega Knight
Mega Minion Zap Fireball Poison
P.E.K.K.A Mega Knight Zap Fireball
Fireball Mega Knight Zap Mega Minion Poison P.E.K.K.A
P.E.K.K.A Mega Knight
Zap Fireball P.E.K.K.A Mega Knight
Mega Knight Fireball Poison P.E.K.K.A
Fireball Mega Knight Zap Mega Minion
Zap Poison Mega Minion Fireball Mega Knight
P.E.K.K.A
Mega Knight Fireball Poison P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap Fireball P.E.K.K.A
Fireball Poison Zap Mega Minion Mega Knight
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Mega Knight
Fireball Poison Zap
P.E.K.K.A Mega Minion Fireball
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Mega Minion Fireball Poison
P.E.K.K.A Mega Minion
P.E.K.K.A Mega Knight Mega Minion
P.E.K.K.A Mega Knight Zap Fireball Poison
P.E.K.K.A Mega Knight Fireball
Fireball Mega Knight
Zap Mega Minion Fireball Poison P.E.K.K.A
Poison Mega Knight Zap Mega Minion Fireball P.E.K.K.A

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.)

Fireball Poison
Fireball Poison Zap
Fireball Poison
Fireball Poison
Fireball Poison Zap Mega Knight
Fireball Poison Zap Mega Minion
Poison
Fireball Poison Zap
Fireball Poison Zap
Fireball Poison
Poison Zap Fireball
Fireball Poison Zap
Poison Fireball
Fireball Poison
Zap Fireball Poison
Zap Fireball Poison
Fireball Poison Mega Knight
Fireball Poison
Zap Mega Minion Fireball Poison Mega Knight
Zap Fireball Poison Mega Knight
Fireball Poison Mega Knight
Fireball Poison
Zap Fireball Poison
Zap Poison Fireball Mega Knight
Mega Minion
Fireball Poison Zap
Fireball Zap Poison Mega Knight
Fireball Poison Zap
Poison Zap Fireball
Zap Mega Minion Fireball Poison
Mega Minion Fireball
Poison Zap Fireball Mega Knight
Zap Fireball Poison
P.E.K.K.A Mega Knight
Fireball Poison
Zap Fireball
Fireball Poison Zap Mega Minion
Fireball
Fireball Poison Mega Minion Mega Knight
Zap Fireball Poison
Zap Fireball Poison
Mega Minion P.E.K.K.A Mega Knight
Zap Fireball Poison
Zap Fireball Poison
Poison Zap Fireball Mega Knight

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