My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Inferno Dragon

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.

Skeletons P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Rage

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

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.

Goblin Barrel 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
Skeletons Goblin Barrel Inferno Dragon
Giant Snowball
Skeletons Goblin Barrel Inferno Dragon
Zap
Skeletons Goblin Barrel Inferno Dragon
Barbarian Barrel
Skeletons Goblin Barrel Electro Wizard
The Log
Skeletons Goblin Barrel
Earthquake
Skeletons Goblin Barrel
Arrows
Skeletons Goblin Barrel
Royal Delivery
Skeletons Goblin Barrel P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Goblin Barrel Electro Wizard Inferno Dragon
Poison
Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Rage P.E.K.K.A Inferno Dragon 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.

Goblin Barrel

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.

Goblin Barrel 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.

Skeletons Rage Arrows Goblin Barrel Electro Wizard Inferno Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons Rage Arrows Goblin Barrel

Attack Synergies 3 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.

Skeletons
Arrows
P.E.K.K.A Goblin Barrel Mega Knight
Rage
Electro Wizard
Goblin Barrel
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Electro Wizard Goblin Barrel
Electro Wizard
P.E.K.K.A Rage Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Arrows Goblin Barrel Electro Wizard

Defense Synergies 1 8

Skeletons
P.E.K.K.A Electro Wizard Inferno Dragon
Arrows
Mega Knight P.E.K.K.A
Rage
Goblin Barrel
P.E.K.K.A
Skeletons Arrows Electro Wizard
Electro Wizard
Skeletons P.E.K.K.A Inferno Dragon Mega Knight
Inferno Dragon
Skeletons Electro Wizard Mega Knight
Mega Knight
Arrows Electro Wizard Inferno Dragon

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.

Electro Wizard
P.E.K.K.A Inferno Dragon Skeletons Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Skeletons Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Skeletons Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Arrows
Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Inferno Dragon Skeletons
Skeletons Electro Wizard Mega Knight
Electro Wizard Skeletons Arrows Mega Knight
Arrows Inferno Dragon Electro Wizard
P.E.K.K.A Mega Knight Skeletons Electro Wizard
Mega Knight Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Mega Knight Skeletons Arrows P.E.K.K.A Electro Wizard
Arrows Mega Knight Electro Wizard
Arrows Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Electro Wizard Inferno Dragon
Mega Knight Arrows P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mega Knight Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Skeletons Electro Wizard
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Skeletons Inferno Dragon Mega Knight
Arrows Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Electro Wizard Mega Knight Skeletons Inferno Dragon
P.E.K.K.A Skeletons Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Arrows Electro Wizard
P.E.K.K.A Mega Knight Skeletons
Mega Knight
Electro Wizard Skeletons P.E.K.K.A Inferno Dragon
Arrows Mega Knight P.E.K.K.A Electro Wizard Inferno Dragon

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
Arrows Electro Wizard
Arrows
Arrows
Arrows Mega Knight
Arrows
Arrows
Arrows
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Arrows Electro Wizard Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Mega Knight
Inferno Dragon
Arrows Electro Wizard
Arrows Mega Knight
Arrows
Arrows Electro Wizard
Electro Wizard
Arrows Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows
Arrows
P.E.K.K.A Mega Knight
Electro Wizard
Electro Wizard
Electro Wizard Mega Knight

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