My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Elixir Golem Wizard Giant Skeleton Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem Mini P.E.K.K.A

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 Elixir Golem Mini P.E.K.K.A Giant Skeleton

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

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.

Knight Elixir Golem Mini P.E.K.K.A Giant Skeleton

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Elixir Golem Fireball Mini P.E.K.K.A Electro Wizard Wizard Giant Skeleton

Shortest cycle

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

12 Zap Knight Elixir Golem Fireball

Attack Synergies 2 16

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 Electro Wizard Knight Elixir Golem Mini P.E.K.K.A Giant Skeleton
Knight
Zap Fireball Wizard Electro Wizard
Elixir Golem
Zap Fireball Mini P.E.K.K.A Wizard
Fireball
Zap Knight Elixir Golem Electro Wizard
Mini P.E.K.K.A
Zap Elixir Golem Wizard Giant Skeleton Electro Wizard
Wizard
Knight Elixir Golem Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Zap Mini P.E.K.K.A Wizard Electro Wizard
Electro Wizard
Zap Knight Fireball Mini P.E.K.K.A Giant Skeleton

Defense Synergies 5 11

Zap
Fireball Mini P.E.K.K.A Electro Wizard Knight Giant Skeleton
Knight
Electro Wizard Zap Fireball Mini P.E.K.K.A Wizard
Elixir Golem
Fireball
Zap Knight Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Knight Fireball Wizard
Wizard
Knight Mini P.E.K.K.A Giant Skeleton Electro Wizard
Giant Skeleton
Zap Wizard Electro Wizard
Electro Wizard
Zap Knight Mini P.E.K.K.A Fireball Wizard Giant Skeleton

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

Counters to secondary win conditions

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

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

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