My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Furnace Zappies Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Furnace Zappies Wizard Electro Giant Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Missing

Punishments

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

Mini P.E.K.K.A Electro Giant 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.

Knight Mini P.E.K.K.A Electro Giant 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.

Mini P.E.K.K.A

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
Giant Snowball
Bats Furnace Zappies
Zap
Bats Furnace Zappies
Barbarian Barrel
Knight Furnace Zappies Wizard
The Log
Mini P.E.K.K.A Furnace Zappies
Earthquake
Furnace Zappies
Arrows
Bats Furnace Zappies
Royal Delivery
Bats Knight Mini P.E.K.K.A Zappies Wizard
Fireball
Furnace Zappies Wizard
Poison
Bats Furnace Zappies Wizard
Lightning
Knight Mini P.E.K.K.A Furnace Wizard
Rocket
Furnace Wizard

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Wizard Electro Giant 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 Knight Mini P.E.K.K.A Electro Giant 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.

Furnace 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Knight Mini P.E.K.K.A Furnace Zappies Wizard Electro Giant Mega Knight

Shortest cycle

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

13 Bats Knight Mini P.E.K.K.A Furnace

Attack Synergies 2 10

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
Knight Mega Knight Mini P.E.K.K.A
Knight
Bats Furnace Zappies Wizard
Mini P.E.K.K.A
Bats Furnace Wizard Electro Giant Mega Knight
Furnace
Knight Mini P.E.K.K.A
Zappies
Knight Mega Knight
Wizard
Knight Mini P.E.K.K.A Mega Knight
Electro Giant
Mini P.E.K.K.A
Mega Knight
Bats Mini P.E.K.K.A Zappies Wizard

Defense Synergies 1 14

Bats
Knight Mini P.E.K.K.A Zappies Mega Knight
Knight
Bats Mini P.E.K.K.A Furnace Zappies Wizard
Mini P.E.K.K.A
Bats Knight Furnace Wizard Electro Giant
Furnace
Knight Mini P.E.K.K.A Zappies
Zappies
Bats Knight Furnace Electro Giant Mega Knight
Wizard
Knight Mini P.E.K.K.A Mega Knight
Electro Giant
Mini P.E.K.K.A Zappies
Mega Knight
Bats Zappies 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.

Knight Zappies Wizard
Mini P.E.K.K.A Bats Knight Furnace Zappies Mega Knight
Mini P.E.K.K.A Furnace Mega Knight Bats Knight Zappies
Mini P.E.K.K.A Bats Knight Furnace Zappies Mega Knight
Mini P.E.K.K.A Mega Knight
Bats Furnace Zappies Mega Knight
Bats Furnace Zappies Wizard
Electro Giant Mega Knight
Mini P.E.K.K.A Zappies Furnace
Knight Mini P.E.K.K.A Zappies Mega Knight
Bats Knight Furnace Zappies Wizard Electro Giant Mega Knight
Bats Furnace Zappies Wizard
Mini P.E.K.K.A Furnace Mega Knight Bats Knight Zappies Wizard
Wizard Mega Knight Bats Mini P.E.K.K.A Furnace Zappies
Mini P.E.K.K.A Knight Furnace Zappies Mega Knight
Mini P.E.K.K.A Furnace Zappies Electro Giant Mega Knight
Wizard Mega Knight Bats Knight Mini P.E.K.K.A Furnace Zappies
Mega Knight Bats Knight Furnace Zappies Wizard
Furnace Wizard Bats Knight Zappies Mega Knight
Mini P.E.K.K.A Zappies
Wizard Mega Knight Bats Knight Mini P.E.K.K.A Furnace Zappies Electro Giant

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Mega Knight Furnace Zappies Electro Giant
Knight Mini P.E.K.K.A Wizard Mega Knight
Zappies Mega Knight Bats Knight Mini P.E.K.K.A Furnace
Mini P.E.K.K.A Mega Knight Bats Knight Zappies
Knight Mini P.E.K.K.A Zappies Mega Knight
Furnace Wizard Electro Giant Bats Zappies
Mini P.E.K.K.A Bats Knight Furnace Zappies
Mini P.E.K.K.A Mega Knight Knight Zappies
Mega Knight Bats Knight Mini P.E.K.K.A Zappies
Zappies
Mega Knight Bats Knight Mini P.E.K.K.A Zappies
Mega Knight Electro Giant
Mini P.E.K.K.A Mega Knight Knight Zappies Wizard
Wizard Furnace Zappies Electro Giant Mega Knight
Zappies Electro Giant Bats Knight Mini P.E.K.K.A Furnace
Bats Mega Knight Mini P.E.K.K.A Zappies Wizard Electro Giant
Furnace

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.)

Knight
Knight
Wizard Furnace Mega Knight
Wizard Electro Giant Bats Furnace
Furnace Wizard
Wizard
Wizard
Bats Mini P.E.K.K.A
Knight Wizard
Wizard
Knight
Furnace
Furnace Wizard
Furnace Wizard Mega Knight
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Mega Knight
Wizard Electro Giant Mega Knight
Mega Knight
Wizard
Electro Giant Furnace Wizard Mega Knight
Wizard
Wizard Mega Knight
Bats Furnace Wizard Electro Giant
Bats Zappies Wizard Electro Giant
Mini P.E.K.K.A
Wizard Mega Knight
Zappies
Mega Knight
Wizard
Bats Zappies
Zappies Wizard
Knight Mini P.E.K.K.A Wizard Mega Knight
Wizard
Electro Giant
Mega Knight
Electro Giant Bats Zappies
Bats Zappies
Electro Giant Mega Knight

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