My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Witch Electro Wizard

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.

Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

Damage spells

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

Earthquake Rage

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 Hog Rider Wall Breakers Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Hog Rider Wall Breakers 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 Hog Rider 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
Hog Rider Wall Breakers
Giant Snowball
Hog Rider Wall Breakers Witch
Zap
Wall Breakers Witch
Barbarian Barrel
Wall Breakers Witch Electro Wizard
The Log
Mini P.E.K.K.A Hog Rider Wall Breakers Witch
Earthquake
Hog Rider Witch
Arrows
Wall Breakers Witch
Royal Delivery
Mini P.E.K.K.A Hog Rider Wall Breakers Witch Electro Wizard
Fireball
Hog Rider Wall Breakers Witch Electro Wizard
Poison
Witch Electro Wizard
Lightning
Mini P.E.K.K.A Witch Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Mini P.E.K.K.A Rage 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.

Witch 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.

Wall Breakers Rage Earthquake Mini P.E.K.K.A Hog Rider Electro Wizard Witch Mega Knight

Shortest cycle

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

11 Wall Breakers Rage Earthquake Mini P.E.K.K.A

Attack Synergies 3 15

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.

Earthquake
Hog Rider Mini P.E.K.K.A Wall Breakers Mega Knight
Mini P.E.K.K.A
Earthquake Hog Rider Rage Electro Wizard Mega Knight
Hog Rider
Earthquake Rage Mini P.E.K.K.A Witch Electro Wizard Mega Knight
Wall Breakers
Earthquake Electro Wizard Mega Knight
Rage
Hog Rider Witch Mini P.E.K.K.A Electro Wizard
Witch
Rage Hog Rider Mega Knight
Electro Wizard
Mini P.E.K.K.A Hog Rider Wall Breakers Rage Mega Knight
Mega Knight
Earthquake Mini P.E.K.K.A Hog Rider Wall Breakers Witch Electro Wizard

Defense Synergies 1 6

Earthquake
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Electro Wizard Earthquake Witch
Hog Rider
Wall Breakers
Rage
Witch
Mini P.E.K.K.A Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Witch Mega Knight
Mega Knight
Earthquake Witch Electro 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.

Earthquake Electro Wizard
Mini P.E.K.K.A Witch Electro Wizard Mega Knight
Mini P.E.K.K.A Witch Mega Knight Electro Wizard
Mini P.E.K.K.A Witch Electro Wizard Mega Knight
Earthquake Mini P.E.K.K.A Mega Knight
Earthquake Electro Wizard Mega Knight
Electro Wizard Witch
Earthquake Electro Wizard Mega Knight
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Electro Wizard Mega Knight
Witch Electro Wizard Earthquake Mega Knight
Witch Electro Wizard
Mini P.E.K.K.A Mega Knight Earthquake Witch Electro Wizard
Mega Knight Earthquake Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Witch Electro Wizard
Mega Knight Witch Electro Wizard
Earthquake Witch Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Mega Knight Earthquake Mini P.E.K.K.A Witch Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Witch Electro Wizard
Electro Wizard Mini P.E.K.K.A Mega Knight
Mega Knight Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Mega Knight Electro Wizard
Mini P.E.K.K.A Witch Mega Knight
Witch Electro Wizard
Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Mini P.E.K.K.A Witch
Witch
Mega Knight Mini P.E.K.K.A Witch
Mega Knight Electro Wizard
Mini P.E.K.K.A Mega Knight Witch
Witch Mega Knight
Witch Electro Wizard Mini P.E.K.K.A
Mega Knight Earthquake Mini P.E.K.K.A Witch 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.)

Earthquake
Electro Wizard
Earthquake
Earthquake
Earthquake Mega Knight
Witch
Earthquake Witch
Earthquake
Mini P.E.K.K.A Electro Wizard
Earthquake Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake Witch
Earthquake Mega Knight
Earthquake
Mini P.E.K.K.A
Earthquake Mini P.E.K.K.A Electro Wizard Mega Knight
Earthquake Witch Mega Knight
Earthquake Mega Knight
Earthquake
Earthquake Witch Mega Knight
Witch
Earthquake Witch Electro Wizard
Witch Mega Knight
Witch Electro Wizard
Electro Wizard Witch
Mini P.E.K.K.A
Earthquake Mega Knight
Electro Wizard
Mega Knight
Earthquake
Earthquake Electro Wizard Witch
Witch Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Earthquake
Mega Knight
Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard Mega Knight

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