My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Inferno Dragon Magic Archer

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.

Bats P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

Elite Barbarians 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.

Elite Barbarians P.E.K.K.A Magic Archer 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.

Elite Barbarians Electro Wizard Magic Archer

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
Bats Elite Barbarians Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Inferno Dragon
Barbarian Barrel
Elite Barbarians Electro Wizard Magic Archer
The Log
Elite Barbarians
Earthquake
Arrows
Bats
Royal Delivery
Bats Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer
Fireball
Elite Barbarians Electro Wizard Inferno Dragon Magic Archer
Poison
Bats Electro Wizard Magic Archer
Lightning
Elite Barbarians Electro Wizard Inferno Dragon Magic Archer
Rocket
Elite Barbarians Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer 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.

Bats 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.

Elite Barbarians

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.

Bats Arrows Electro Wizard Inferno Dragon Magic Archer Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

13 Bats Arrows Electro Wizard Inferno Dragon

Attack Synergies 6 8

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.

Bats
Mega Knight Elite Barbarians P.E.K.K.A Inferno Dragon
Arrows
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians
Arrows Bats Mega Knight
P.E.K.K.A
Arrows Electro Wizard Magic Archer Bats
Electro Wizard
P.E.K.K.A Magic Archer Mega Knight
Inferno Dragon
Mega Knight Bats
Magic Archer
P.E.K.K.A Electro Wizard Mega Knight
Mega Knight
Bats Inferno Dragon Arrows Elite Barbarians Electro Wizard Magic Archer

Defense Synergies 1 12

Bats
P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Arrows
Mega Knight P.E.K.K.A
Elite Barbarians
Mega Knight
P.E.K.K.A
Bats Arrows Electro Wizard
Electro Wizard
Bats P.E.K.K.A Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Bats Electro Wizard Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Arrows Bats Elite Barbarians Electro Wizard Inferno Dragon Magic Archer

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 Magic Archer
Elite Barbarians P.E.K.K.A Inferno Dragon Bats Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Elite Barbarians Electro Wizard Inferno Dragon
Elite Barbarians P.E.K.K.A Inferno Dragon Bats Electro Wizard Mega Knight
Arrows Elite Barbarians P.E.K.K.A Mega Knight
Arrows Bats Electro Wizard Magic Archer Mega Knight
Bats Electro Wizard Inferno Dragon Arrows Magic Archer
Arrows P.E.K.K.A Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Inferno Dragon Elite Barbarians
Elite Barbarians Electro Wizard Mega Knight
Bats Electro Wizard Arrows Magic Archer Mega Knight
Arrows Inferno Dragon Bats Electro Wizard Magic Archer
P.E.K.K.A Mega Knight Bats Elite Barbarians Electro Wizard
Mega Knight Bats Arrows P.E.K.K.A Electro Wizard Magic Archer
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Arrows Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Mega Knight Bats Elite Barbarians Electro Wizard Magic Archer
Arrows Bats Electro Wizard Inferno Dragon Magic Archer Mega Knight
P.E.K.K.A Elite Barbarians Electro Wizard Inferno Dragon
Mega Knight Bats Arrows Elite Barbarians 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 Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Arrows Elite Barbarians Inferno Dragon Magic Archer Mega Knight
P.E.K.K.A Mega Knight Bats Elite Barbarians Electro Wizard
P.E.K.K.A Mega Knight Bats Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Inferno Dragon Mega Knight
Arrows Bats Electro Wizard Magic Archer
P.E.K.K.A Bats Elite Barbarians Electro Wizard
P.E.K.K.A Mega Knight Elite Barbarians Inferno Dragon
P.E.K.K.A Electro Wizard Mega Knight Bats Elite Barbarians Inferno Dragon Magic Archer
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Bats Elite Barbarians
P.E.K.K.A Mega Knight Arrows Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Mega Knight
Magic Archer Mega Knight
Elite Barbarians Electro Wizard Bats P.E.K.K.A Inferno Dragon Magic Archer
Bats Arrows Mega Knight Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer

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.)

Magic Archer Arrows
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Arrows
Arrows Magic Archer Mega Knight
Arrows Bats Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Bats Elite Barbarians Electro Wizard
Arrows Electro Wizard Magic Archer
Arrows Magic Archer
Elite Barbarians Magic Archer
Arrows Magic Archer
Arrows Elite Barbarians Magic Archer
Arrows Magic Archer
Magic Archer Arrows Mega Knight
Arrows
Bats
Arrows Electro Wizard Magic Archer Mega Knight
Arrows Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows
Arrows
Arrows Magic Archer Mega Knight
Inferno Dragon
Arrows Electro Wizard Magic Archer
Arrows Magic Archer Mega Knight
Arrows Magic Archer
Elite Barbarians Bats Arrows Electro Wizard Magic Archer
Electro Wizard Bats
Elite Barbarians
Arrows Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Arrows Magic Archer
Electro Wizard Bats Magic Archer
Arrows Electro Wizard Magic Archer
Arrows
Electro Wizard Magic Archer Mega Knight
Arrows Magic Archer
Arrows
Elite Barbarians P.E.K.K.A Mega Knight
Bats Elite Barbarians Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight

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