My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Ice Wizard 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.

Bats P.E.K.K.A Ice Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Arrows

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

P.E.K.K.A 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.

Goblin Barrel 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
Bats Goblin Barrel
Giant Snowball
Bats Goblin Barrel
Zap
Bats Goblin Barrel
Barbarian Barrel
Goblin Barrel Ice Wizard Electro Wizard
The Log
Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Goblin Barrel P.E.K.K.A Ice Wizard Electro Wizard
Fireball
Goblin Barrel Ice Wizard Electro Wizard
Poison
Bats Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Ice 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.

Bats Arrows P.E.K.K.A Ice Wizard 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.

Goblin Barrel

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.

Goblin Barrel Ice Wizard 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 Zap Arrows Goblin Barrel Ice Wizard Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Goblin Barrel

Attack Synergies 6 12

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 Zap Goblin Barrel P.E.K.K.A
Zap
Arrows P.E.K.K.A Electro Wizard Bats Ice Wizard Mega Knight
Arrows
Zap P.E.K.K.A Goblin Barrel Mega Knight
Goblin Barrel
Bats Arrows P.E.K.K.A Ice Wizard Mega Knight
P.E.K.K.A
Zap Arrows Electro Wizard Bats Goblin Barrel Ice Wizard
Ice Wizard
Zap Goblin Barrel P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Mega Knight
Mega Knight
Bats Zap Arrows Goblin Barrel Electro Wizard

Defense Synergies 3 14

Bats
Zap P.E.K.K.A Ice Wizard Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Arrows P.E.K.K.A Ice Wizard
Arrows
Mega Knight Zap P.E.K.K.A Ice Wizard
Goblin Barrel
P.E.K.K.A
Bats Zap Arrows Ice Wizard Electro Wizard
Ice Wizard
Bats Zap Arrows P.E.K.K.A Mega Knight
Electro Wizard
Zap Bats P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Bats Ice Wizard 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.

Zap Electro Wizard
P.E.K.K.A Bats Zap Ice Wizard Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Ice Wizard Electro Wizard
P.E.K.K.A Bats Ice Wizard Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Bats Zap Ice Wizard Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows Ice Wizard
Zap Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Ice Wizard
Ice Wizard Electro Wizard Mega Knight
Bats Ice Wizard Electro Wizard Zap Arrows Mega Knight
Arrows Bats Zap Ice Wizard Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Ice Wizard Electro Wizard
Mega Knight Bats Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bats Arrows P.E.K.K.A Electro Wizard
Arrows Mega Knight Bats Zap Ice Wizard Electro Wizard
Zap Arrows Bats Ice Wizard Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Bats Arrows 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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Mega Knight
P.E.K.K.A Mega Knight Bats Zap Electro Wizard
P.E.K.K.A Mega Knight Bats Zap Electro Wizard
P.E.K.K.A Mega Knight
Arrows Bats Zap Ice Wizard Electro Wizard
P.E.K.K.A Bats Ice Wizard Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Bats
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Mega Knight
Electro Wizard Bats Zap P.E.K.K.A
Bats Arrows Mega Knight Zap P.E.K.K.A Ice Wizard 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.)

Arrows
Arrows Zap Ice Wizard Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Bats Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Bats Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows Mega Knight
Arrows
Bats
Zap Arrows Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Ice Wizard Mega Knight
Arrows Zap Ice Wizard Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Bats Zap Arrows Ice Wizard Electro Wizard
Zap Electro Wizard Bats
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Zap Electro Wizard Bats
Zap Arrows Ice Wizard Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard Mega Knight

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