My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding 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 Witch

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 Royal Giant Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Missing

Punishments

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

Royal Giant Mini P.E.K.K.A Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Knight Barbarians Royal Giant Mini 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.

Mini P.E.K.K.A

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
Royal Giant Skeleton Army
Giant Snowball
Barbarians Skeleton Army Witch
Zap
Royal Giant Skeleton Army Witch
Barbarian Barrel
Knight Barbarians Wizard Skeleton Army Witch
The Log
Barbarians Royal Giant Mini P.E.K.K.A Skeleton Army Witch
Earthquake
Barbarians Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Barbarians Mini P.E.K.K.A Wizard Skeleton Army Witch
Fireball
Barbarians Wizard Skeleton Army Witch
Poison
Barbarians Wizard Skeleton Army Witch
Lightning
Knight Mini P.E.K.K.A Wizard Witch
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Mini P.E.K.K.A Skeleton Army 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.

Royal Giant Skeleton Army

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.

Barbarians Wizard Witch

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.

Knight Skeleton Army Mini P.E.K.K.A Barbarians Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

15 Knight Skeleton Army Mini P.E.K.K.A Barbarians

Attack Synergies 0 8

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.

Knight
Wizard Witch
Barbarians
Royal Giant
Wizard Witch
Mini P.E.K.K.A
Wizard Mega Knight
Wizard
Knight Royal Giant Mini P.E.K.K.A Mega Knight
Skeleton Army
Witch
Knight Royal Giant Mega Knight
Mega Knight
Mini P.E.K.K.A Wizard Witch

Defense Synergies 0 11

Knight
Mini P.E.K.K.A Wizard Skeleton Army Witch
Barbarians
Skeleton Army
Royal Giant
Mini P.E.K.K.A
Knight Wizard Skeleton Army Witch
Wizard
Knight Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army
Knight Barbarians Mini P.E.K.K.A Wizard
Witch
Knight Mini P.E.K.K.A Mega Knight
Mega Knight
Wizard Witch

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.

Knight Wizard
Barbarians Mini P.E.K.K.A Skeleton Army Knight Witch Mega Knight
Barbarians Mini P.E.K.K.A Skeleton Army Witch Mega Knight Knight
Barbarians Mini P.E.K.K.A Skeleton Army Witch Knight Mega Knight
Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Mega Knight
Wizard Witch
Barbarians Mega Knight
Barbarians Mini P.E.K.K.A Witch Skeleton Army
Knight Skeleton Army Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Skeleton Army Witch Knight Wizard Mega Knight
Wizard Witch
Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight Knight Wizard Witch
Wizard Skeleton Army Mega Knight Barbarians Mini P.E.K.K.A Witch
Barbarians Mini P.E.K.K.A Skeleton Army Knight Mega Knight
Barbarians Skeleton Army Mini P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Knight Mini P.E.K.K.A Skeleton Army Witch
Mega Knight Knight Barbarians Wizard Skeleton Army Witch
Wizard Witch Knight Barbarians Mega Knight
Barbarians Mini P.E.K.K.A
Wizard Skeleton Army Mega Knight Knight Barbarians Mini P.E.K.K.A Witch
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight Witch
Knight Mini P.E.K.K.A Wizard Mega Knight
Barbarians Skeleton Army Mega Knight Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Mega Knight Knight Barbarians
Barbarians Knight Mini P.E.K.K.A Skeleton Army Witch Mega Knight
Wizard Witch
Mini P.E.K.K.A Skeleton Army Knight Barbarians Witch
Mini P.E.K.K.A Mega Knight Knight Barbarians Skeleton Army
Mega Knight Knight Barbarians Mini P.E.K.K.A Skeleton Army Witch
Witch Barbarians Skeleton Army
Mega Knight Knight Barbarians Mini P.E.K.K.A Witch
Skeleton Army Mega Knight Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight Knight Wizard Witch
Wizard Barbarians Skeleton Army Witch Mega Knight
Barbarians Skeleton Army Witch Knight Mini P.E.K.K.A
Mega Knight Barbarians Mini P.E.K.K.A Wizard Witch

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.)

Knight
Knight Barbarians
Wizard Mega Knight
Wizard Witch
Wizard Witch
Wizard
Wizard
Mini P.E.K.K.A
Knight Wizard
Wizard
Knight
Wizard Witch
Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Barbarians
Wizard Witch Mega Knight
Witch
Wizard Witch
Wizard Witch Mega Knight
Wizard Witch
Wizard Witch
Mini P.E.K.K.A
Wizard Mega Knight
Mega Knight
Wizard
Barbarians Skeleton Army Witch
Wizard Witch
Knight Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mega Knight
Witch
Witch
Witch Mega Knight
Wizard Mega Knight

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