My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Zappies Princess Ice Wizard Royal Ghost Inferno Dragon Magic Archer Lumberjack Night Witch Sparky

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 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.

Wizard 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.

Wizard 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.

Goblin Barrel

Damage spells

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

Zap Tornado

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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.

Tornado P.E.K.K.A Inferno Dragon 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.

Goblin Barrel

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.

Wizard Goblin Barrel 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 Goblin Barrel Tornado Electro Wizard Inferno Dragon Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Goblin Barrel Tornado Electro Wizard

Attack Synergies 7 7

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

Defense Synergies 4 13

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

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

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