My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Giant Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Giant

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.

Mini P.E.K.K.A Giant 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.

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

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 Mini 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Fireball Mini P.E.K.K.A Electro Wizard Giant Wizard Mega Knight

Shortest cycle

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

12 Bats Zap Fireball Mini P.E.K.K.A

Attack Synergies 6 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
Giant Mega Knight Zap Mini P.E.K.K.A
Zap
Fireball Giant Electro Wizard Bats Mini P.E.K.K.A Mega Knight
Fireball
Zap Giant Electro Wizard Mega Knight
Mini P.E.K.K.A
Giant Bats Zap Wizard Electro Wizard Mega Knight
Giant
Bats Zap Mini P.E.K.K.A Fireball Wizard Electro Wizard
Wizard
Mini P.E.K.K.A Giant Mega Knight
Electro Wizard
Zap Fireball Mini P.E.K.K.A Giant Mega Knight
Mega Knight
Bats Zap Fireball Mini P.E.K.K.A Wizard Electro Wizard

Defense Synergies 5 11

Bats
Zap Mini P.E.K.K.A Electro Wizard Mega Knight
Zap
Fireball Mini P.E.K.K.A Electro Wizard Mega Knight Bats
Fireball
Zap Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A
Zap Electro Wizard Bats Fireball Wizard
Giant
Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Electro Wizard
Zap Mini P.E.K.K.A Bats Fireball Wizard Mega Knight
Mega Knight
Zap Bats Fireball 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 Fireball Wizard Electro Wizard
Mini P.E.K.K.A Bats Zap Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Bats Electro Wizard
Mini P.E.K.K.A Bats Electro Wizard Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap Fireball Wizard
Zap Fireball Electro Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Electro Wizard Mega Knight
Bats Electro Wizard Zap Fireball Wizard Mega Knight
Bats Zap Fireball Wizard Electro Wizard
Mini P.E.K.K.A Mega Knight Bats Zap Fireball Wizard Electro Wizard
Fireball Wizard Mega Knight Bats Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Bats Fireball Mini P.E.K.K.A Electro Wizard
Fireball Mega Knight Bats Zap Wizard Electro Wizard
Zap Wizard Bats Fireball Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Wizard Mega Knight Bats Fireball Mini 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.

Mini P.E.K.K.A Mega Knight Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Bats Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Mega Knight Bats Zap Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight
Fireball Wizard Bats Zap Electro Wizard
Mini P.E.K.K.A Bats Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight
Zap Electro Wizard Mega Knight Bats Fireball Mini P.E.K.K.A
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Zap Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight Fireball Wizard
Wizard Fireball Mega Knight
Electro Wizard Bats Zap Fireball Mini P.E.K.K.A
Bats Mega Knight Zap Fireball Mini P.E.K.K.A 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Wizard Zap Mega Knight
Fireball Wizard Bats Zap
Wizard
Fireball Zap Wizard
Fireball Zap Wizard
Bats Fireball Mini P.E.K.K.A Electro Wizard
Zap Fireball Wizard Electro Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Bats Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Zap Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Mega Knight
Fireball Zap Wizard Electro Wizard
Fireball Zap Wizard Mega Knight
Fireball Zap
Bats Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Bats Fireball Wizard
Fireball Mini P.E.K.K.A
Zap Fireball Wizard Mega Knight
Zap Fireball Electro Wizard
Mega Knight
Fireball Wizard
Zap Electro Wizard Bats Fireball
Fireball Zap Wizard Electro Wizard
Fireball
Fireball Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
Mega Knight
Zap Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Mega Knight

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