My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers 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 Archers Wizard P.E.K.K.A Bandit 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.

Bandit 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.

P.E.K.K.A Bandit 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.

Bandit

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 Archers Bandit
Giant Snowball
Bats Archers
Zap
Bats Archers Bandit
Barbarian Barrel
Archers Wizard Bandit
The Log
Archers Bandit
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Wizard P.E.K.K.A Bandit
Fireball
Archers Wizard Bandit
Poison
Bats Archers Wizard
Lightning
Wizard Bandit
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

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 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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Bandit Fireball Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Bats Zap Archers Bandit

Attack Synergies 3 14

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 P.E.K.K.A Bandit
Zap
Fireball P.E.K.K.A Bats Archers Bandit Mega Knight
Archers
Zap P.E.K.K.A Bandit Mega Knight
Fireball
Zap Mega Knight
Wizard
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Zap Bats Archers Wizard
Bandit
Bats Zap Archers Wizard Mega Knight
Mega Knight
Bats Zap Archers Fireball Wizard Bandit

Defense Synergies 2 16

Bats
Zap P.E.K.K.A Bandit Mega Knight
Zap
Fireball Mega Knight Bats Archers P.E.K.K.A Bandit
Archers
Zap P.E.K.K.A Bandit Mega Knight
Fireball
Zap Bandit Mega Knight
Wizard
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Bats Zap Archers Wizard
Bandit
Bats Zap Archers Fireball Wizard Mega Knight
Mega Knight
Zap Bats Archers Fireball Wizard Bandit

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 Wizard
P.E.K.K.A Bats Zap Bandit Mega Knight
P.E.K.K.A Mega Knight Bats Archers Bandit
P.E.K.K.A Bats Bandit Mega Knight
Fireball P.E.K.K.A Mega Knight
Fireball Bats Zap Archers Bandit Mega Knight
Bats Zap Archers Fireball Wizard
Zap Fireball P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Archers Bandit Mega Knight
Bats Archers Zap Fireball Wizard Bandit Mega Knight
Bats Zap Archers Fireball Wizard
P.E.K.K.A Mega Knight Bats Zap Fireball Wizard Bandit
Fireball Wizard Mega Knight Bats Zap P.E.K.K.A
P.E.K.K.A Bandit Mega Knight
Zap Fireball P.E.K.K.A Bandit Mega Knight
Wizard Mega Knight Bats Fireball P.E.K.K.A
Fireball Mega Knight Bats Zap Archers Wizard Bandit
Zap Wizard Bats Archers Fireball Bandit Mega Knight
P.E.K.K.A
Wizard Mega Knight Bats Archers Fireball P.E.K.K.A Bandit

Counters to secondary win conditions

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

Mega Knight Zap Archers Fireball P.E.K.K.A Bandit
Fireball Bandit Zap Archers Wizard Mega Knight
P.E.K.K.A Bandit Mega Knight Bats Zap
P.E.K.K.A Mega Knight Bats Zap Fireball Bandit
P.E.K.K.A Bandit Mega Knight
Fireball Wizard Bats Zap Archers
P.E.K.K.A Bats Archers Fireball Bandit
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Bats Fireball Bandit
P.E.K.K.A
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Mega Knight Fireball Wizard Bandit
Wizard Archers Fireball Mega Knight
Bats Zap Archers Fireball P.E.K.K.A
Bats Mega Knight Zap Archers 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 Bandit
Fireball Zap Bandit
Fireball Bandit
Fireball
Fireball Wizard Zap Mega Knight
Fireball Wizard Bats Zap
Archers Wizard
Fireball Zap Wizard
Fireball Zap Wizard Bandit
Bats Fireball
Zap Fireball Wizard Bandit
Fireball Zap Archers Wizard
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Wizard Bandit
Fireball Wizard Bandit Mega Knight
Fireball
Bats
Zap Archers Fireball Wizard Bandit Mega Knight
Zap Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Mega Knight
Fireball Zap Wizard Bandit
Fireball Zap Wizard Bandit Mega Knight
Fireball Zap Bandit
Bats Zap Archers Fireball Wizard
Zap Bats Fireball Wizard
Fireball
Zap Fireball Wizard Bandit Mega Knight
Zap Fireball
P.E.K.K.A Mega Knight
Fireball Wizard
Zap Bats Archers Fireball Bandit
Fireball Zap Archers Wizard
Fireball
Fireball Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A Mega Knight
Zap Bats Fireball
Bats Zap Fireball
Zap Fireball Bandit Mega Knight

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