My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Giant Sparky Mega Knight

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Zap Fireball Freeze

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 Giant Graveyard Mega Knight

Pump responses

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

Fireball Graveyard

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 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 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
Giant Graveyard Sparky
Giant Snowball
Graveyard
Zap
Graveyard Sparky
Barbarian Barrel
Graveyard Sparky
The Log
Mini P.E.K.K.A Graveyard Sparky
Earthquake
Graveyard
Arrows
Graveyard
Royal Delivery
Mini P.E.K.K.A Graveyard Sparky
Fireball
Sparky
Poison
Graveyard Sparky
Lightning
Mini P.E.K.K.A Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze Sparky 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 Freeze Sparky 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.

Fireball 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.

Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Fireball Mini P.E.K.K.A Freeze Giant Graveyard Sparky Mega Knight

Shortest cycle

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

14 Zap Fireball Mini P.E.K.K.A Freeze

Attack Synergies 10 11

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.

Zap
Fireball Giant Graveyard Sparky Mini P.E.K.K.A Freeze Mega Knight
Fireball
Zap Graveyard Giant Freeze Sparky Mega Knight
Mini P.E.K.K.A
Giant Sparky Zap Graveyard Mega Knight
Giant
Zap Mini P.E.K.K.A Graveyard Sparky Fireball
Freeze
Graveyard Zap Fireball
Graveyard
Zap Fireball Giant Freeze Mini P.E.K.K.A Sparky Mega Knight
Sparky
Zap Mini P.E.K.K.A Giant Fireball Graveyard
Mega Knight
Zap Fireball Mini P.E.K.K.A Graveyard

Defense Synergies 3 7

Zap
Fireball Mini P.E.K.K.A Mega Knight Sparky
Fireball
Zap Mini P.E.K.K.A Freeze Mega Knight
Mini P.E.K.K.A
Zap Fireball Freeze
Giant
Freeze
Fireball Mini P.E.K.K.A Sparky Mega Knight
Graveyard
Sparky
Zap Freeze
Mega Knight
Zap Fireball Freeze

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.

Zap Fireball Sparky
Mini P.E.K.K.A Sparky Zap Mega Knight
Mini P.E.K.K.A Sparky Mega Knight Freeze
Mini P.E.K.K.A Sparky Mega Knight
Fireball Mini P.E.K.K.A Sparky Mega Knight
Fireball Freeze Zap Mega Knight
Zap Fireball Freeze
Zap Fireball Sparky Mega Knight
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Sparky Mega Knight
Zap Fireball Freeze Mega Knight
Zap Fireball
Mini P.E.K.K.A Sparky Mega Knight Zap Fireball Freeze
Fireball Sparky Mega Knight Zap Mini P.E.K.K.A Freeze
Mini P.E.K.K.A Sparky Mega Knight
Zap Fireball Mini P.E.K.K.A Freeze Sparky Mega Knight
Sparky Mega Knight Fireball Mini P.E.K.K.A
Fireball Mega Knight Zap
Zap Freeze Fireball Mega Knight
Mini P.E.K.K.A Sparky
Mega Knight Fireball Mini P.E.K.K.A Sparky

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 Zap Fireball Sparky
Fireball Zap Mini P.E.K.K.A Mega Knight
Mega Knight Zap Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Mega Knight Zap Fireball Sparky
Mini P.E.K.K.A Sparky Mega Knight
Fireball Zap Freeze
Mini P.E.K.K.A Sparky Fireball
Mini P.E.K.K.A Mega Knight Sparky
Zap Freeze Mega Knight Fireball Mini P.E.K.K.A Sparky
Sparky
Mega Knight Mini P.E.K.K.A Sparky
Mega Knight Zap Fireball
Mini P.E.K.K.A Mega Knight Fireball Sparky
Fireball Sparky Mega Knight
Sparky Zap Fireball Mini P.E.K.K.A Freeze
Mega Knight Zap Fireball Mini P.E.K.K.A Freeze Sparky

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.)

Fireball Freeze Sparky
Fireball Zap
Fireball Sparky
Fireball Freeze Sparky
Fireball Zap Sparky Mega Knight
Fireball Zap Freeze
Sparky
Fireball Zap Freeze
Fireball Zap
Fireball Mini P.E.K.K.A Sparky
Zap Fireball Sparky
Fireball Zap
Fireball Sparky
Fireball Freeze
Zap Fireball Sparky
Zap Fireball Sparky
Fireball Sparky Mega Knight
Fireball Freeze Sparky
Mini P.E.K.K.A Sparky
Zap Fireball Mini P.E.K.K.A Sparky Mega Knight
Zap Fireball Mega Knight
Fireball Sparky Mega Knight
Fireball
Sparky
Zap Fireball
Zap Freeze Fireball Sparky Mega Knight
Fireball Zap Sparky
Fireball Zap Sparky Mega Knight
Fireball Zap Sparky
Zap Fireball Sparky
Zap Fireball Freeze
Fireball Mini P.E.K.K.A Sparky
Zap Fireball Sparky Mega Knight
Zap Fireball Freeze Sparky
Sparky Mega Knight
Fireball Sparky
Zap Fireball Freeze
Fireball Zap
Freeze
Fireball
Fireball Mini P.E.K.K.A Sparky Mega Knight
Zap Fireball
Zap Fireball Sparky
Sparky Mega Knight
Zap Fireball Freeze Sparky
Zap Fireball
Zap Fireball Freeze Sparky Mega Knight

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