My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Magic Archer

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

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.

Giant 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.

Giant

Damage spells

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

Zap Rocket Tornado

Punishments

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

Giant Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Tornado 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.

Rocket Tornado 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.

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 Tornado Electro Wizard Inferno Dragon Giant Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Tornado Electro Wizard Inferno Dragon

Attack Synergies 8 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
Giant Tornado P.E.K.K.A Electro Wizard Mega Knight
Giant
Zap Rocket Tornado Electro Wizard
Rocket
Tornado Giant
Tornado
Zap Rocket P.E.K.K.A Giant Mega Knight
P.E.K.K.A
Zap Tornado Electro Wizard
Electro Wizard
Zap P.E.K.K.A Giant Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Tornado Electro Wizard

Defense Synergies 4 10

Zap
Electro Wizard Mega Knight Tornado P.E.K.K.A Inferno Dragon
Giant
Rocket
Tornado
Tornado
Rocket P.E.K.K.A Zap Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A
Tornado Zap Electro Wizard
Electro Wizard
Zap Tornado P.E.K.K.A Inferno Dragon Mega Knight
Inferno Dragon
Zap Tornado Electro Wizard Mega Knight
Mega Knight
Zap Tornado 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.

Rocket Zap Electro Wizard
P.E.K.K.A Inferno Dragon Zap Electro Wizard Mega Knight
Rocket Tornado P.E.K.K.A Mega Knight Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Rocket Tornado P.E.K.K.A Mega Knight
Tornado Zap Electro Wizard Mega Knight
Rocket Tornado Electro Wizard Inferno Dragon Zap
Rocket Zap P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Inferno Dragon Tornado
Tornado Electro Wizard Mega Knight
Electro Wizard Zap Tornado Mega Knight
Inferno Dragon Zap Tornado Electro Wizard
P.E.K.K.A Mega Knight Zap Rocket Electro Wizard
Rocket Mega Knight Zap Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Rocket Tornado Zap P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Mega Knight Tornado P.E.K.K.A Electro Wizard
Mega Knight Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Tornado Electro Wizard Inferno Dragon
Mega Knight 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 Rocket Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Zap Rocket Electro Wizard
Rocket P.E.K.K.A Mega Knight Zap Tornado Electro Wizard
P.E.K.K.A Inferno Dragon Mega Knight
Rocket Zap Tornado Electro Wizard
Rocket P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight Inferno Dragon
Zap Rocket P.E.K.K.A Electro Wizard Mega Knight Tornado Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
Rocket P.E.K.K.A Mega Knight Zap Tornado Electro Wizard
Rocket P.E.K.K.A Mega Knight
Mega Knight
Electro Wizard Zap Rocket Tornado P.E.K.K.A Inferno Dragon
Mega Knight Zap 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.)

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

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