My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Godly!
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.

Minions 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.

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.

Graveyard

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.

Graveyard Mega Knight

Pump responses

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

Graveyard

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 Graveyard

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

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 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 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.

Graveyard

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 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 Minions Inferno Dragon Electro Wizard Graveyard Mega Knight P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Minions Inferno Dragon

Attack Synergies 10 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.

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

Defense Synergies 3 12

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

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.

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

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

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