My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Mediocre

3 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Wizard P.E.K.K.A 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.

Zap Fireball

Punishments

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

Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Knight P.E.K.K.A Mega Knight

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
Skeleton Army
Giant Snowball
Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Knight Wizard Skeleton Army
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Wizard Skeleton Army P.E.K.K.A
Fireball
Wizard Skeleton Army
Poison
Wizard Skeleton Army
Lightning
Knight Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Knight Skeleton Army P.E.K.K.A 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 Skeleton Army

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Knight Skeleton Army Fireball Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Mirror Zap Knight Skeleton Army

Attack Synergies 4 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.

Zap
Fireball Mirror P.E.K.K.A Knight Mega Knight
Knight
Zap Fireball Wizard
Fireball
Zap Mirror Knight Mega Knight
Wizard
Knight P.E.K.K.A Mega Knight
Mirror
Zap Fireball Skeleton Army
Skeleton Army
Mirror
P.E.K.K.A
Zap Wizard
Mega Knight
Zap Fireball Wizard

Defense Synergies 5 11

Zap
Fireball Mirror Mega Knight Knight Skeleton Army P.E.K.K.A
Knight
Zap Fireball Wizard Skeleton Army
Fireball
Zap Mirror Knight Mega Knight
Wizard
Knight Skeleton Army P.E.K.K.A Mega Knight
Mirror
Zap Fireball Skeleton Army Mega Knight
Skeleton Army
Mirror Zap Knight Wizard
P.E.K.K.A
Zap Wizard
Mega Knight
Zap Fireball Wizard Mirror

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 Knight Fireball Wizard
Skeleton Army P.E.K.K.A Zap Knight Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Knight
Skeleton Army P.E.K.K.A Knight Mega Knight
Fireball Skeleton Army P.E.K.K.A Mega Knight
Fireball Skeleton Army Zap Mega Knight
Zap Fireball Wizard
Zap Fireball P.E.K.K.A Mega Knight
P.E.K.K.A Skeleton Army
Knight Skeleton Army Mega Knight
Skeleton Army Zap Knight Fireball Wizard Mega Knight
Zap Fireball Wizard
Skeleton Army P.E.K.K.A Mega Knight Zap Knight Fireball Wizard
Fireball Wizard Skeleton Army Mega Knight Zap P.E.K.K.A
Skeleton Army P.E.K.K.A Knight Mega Knight
Skeleton Army Zap Fireball P.E.K.K.A Mega Knight
Wizard Mega Knight Knight Fireball Skeleton Army P.E.K.K.A
Fireball Mega Knight Zap Knight Wizard Skeleton Army
Zap Wizard Knight Fireball Mega Knight
P.E.K.K.A
Wizard Skeleton Army Mega Knight Knight Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Zap Fireball P.E.K.K.A
Fireball Zap Knight Wizard Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Zap Knight
Skeleton Army P.E.K.K.A Mega Knight Zap Knight Fireball
P.E.K.K.A Knight Skeleton Army Mega Knight
Fireball Wizard Zap
Skeleton Army P.E.K.K.A Knight Fireball
P.E.K.K.A Mega Knight Knight Skeleton Army
Zap P.E.K.K.A Mega Knight Knight Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight Knight
Skeleton Army P.E.K.K.A Mega Knight Zap Fireball
Skeleton Army P.E.K.K.A Mega Knight Knight Fireball Wizard
Wizard Fireball Skeleton Army Mega Knight
Skeleton Army Zap Knight Fireball P.E.K.K.A
Mega Knight Zap Fireball Wizard P.E.K.K.A

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 Knight
Fireball Zap
Fireball
Knight Fireball
Fireball Wizard Zap Mega Knight
Fireball Wizard Zap
Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Fireball
Zap Knight Fireball Wizard
Fireball Zap Wizard
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Zap Fireball Wizard Mega Knight
Zap Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Mega Knight
Fireball Zap Wizard
Fireball Zap Wizard Mega Knight
Fireball Zap
Zap Fireball Wizard
Zap Fireball Wizard
Fireball
Zap Fireball Wizard Mega Knight
Zap Fireball
P.E.K.K.A Mega Knight
Fireball Wizard
Zap Fireball Skeleton Army
Fireball Zap Wizard
Fireball
Fireball Knight Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A Mega Knight
Zap Fireball
Zap Fireball
Zap Fireball Mega Knight

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