My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

Witch Electro Wizard Inferno Dragon

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.

Elixir Collector Witch P.E.K.K.A Electro Wizard Inferno Dragon 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 Rage

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.

Elixir Collector

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.

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
Inferno Dragon
Giant Snowball
Witch Inferno Dragon
Zap
Witch Inferno Dragon
Barbarian Barrel
Witch Electro Wizard
The Log
Witch
Earthquake
Elixir Collector Witch
Arrows
Witch
Royal Delivery
Witch P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Elixir Collector Witch Electro Wizard Inferno Dragon
Poison
Elixir Collector Witch Electro Wizard
Lightning
Elixir Collector Witch Electro Wizard Inferno Dragon
Rocket
Elixir Collector Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Elixir Collector Rage P.E.K.K.A Inferno Dragon Mega Knight

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.

Witch 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.

Zap Rage Electro Wizard Inferno Dragon Witch Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Rage Electro Wizard Inferno Dragon

Attack Synergies 5 6

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
P.E.K.K.A Electro Wizard Witch Mega Knight
Elixir Collector
Rage
Witch Electro Wizard
Witch
Rage Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Electro Wizard Witch
Electro Wizard
Zap P.E.K.K.A Rage Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Witch Electro Wizard

Defense Synergies 2 9

Zap
Electro Wizard Mega Knight Witch P.E.K.K.A Inferno Dragon
Elixir Collector
Rage
Witch
Zap Electro Wizard Mega Knight
P.E.K.K.A
Zap Electro Wizard
Electro Wizard
Zap Witch P.E.K.K.A Inferno Dragon Mega Knight
Inferno Dragon
Zap Electro Wizard Mega Knight
Mega Knight
Zap Witch Electro Wizard Inferno Dragon

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 Inferno Dragon Zap Witch Electro Wizard Mega Knight
Witch P.E.K.K.A Mega Knight Electro Wizard Inferno Dragon
Witch P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Zap Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Witch
Zap P.E.K.K.A Electro Wizard Mega Knight
Witch P.E.K.K.A Inferno Dragon
Electro Wizard Mega Knight
Witch Electro Wizard Zap Mega Knight
Inferno Dragon Zap Witch Electro Wizard
P.E.K.K.A Mega Knight Zap Witch Electro Wizard
Mega Knight Zap Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Mega Knight Witch P.E.K.K.A Electro Wizard
Mega Knight Zap Witch Electro Wizard
Zap Witch Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Electro Wizard Inferno Dragon
Mega Knight Witch 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 Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Zap Witch Electro Wizard
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Witch Inferno Dragon Mega Knight
Zap Witch Electro Wizard
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Mega Knight Inferno Dragon
Zap P.E.K.K.A Electro Wizard Mega Knight Witch Inferno Dragon
Witch P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Witch
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Witch
Witch Mega Knight
Witch Electro Wizard Zap P.E.K.K.A Inferno Dragon
Mega Knight Zap Witch P.E.K.K.A Electro Wizard Inferno Dragon

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.)

Zap Electro Wizard
Zap Mega Knight
Zap Witch
Witch
Zap
Zap
Electro Wizard
Zap Electro Wizard
Zap
Zap
Zap Witch
Mega Knight
Zap Electro Wizard Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Witch Mega Knight
Witch Inferno Dragon
Zap Witch Electro Wizard
Zap Witch Mega Knight
Zap
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard Witch
Zap Witch Electro Wizard
Electro Wizard Mega Knight
Zap
Zap
P.E.K.K.A Mega Knight
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard Mega Knight

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