My Best Clash Royale Deck

Deck Check Rating

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

5 problems 7 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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of 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.

Executioner

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.

Royal Recruits Executioner P.E.K.K.A Royal Ghost Mega Knight Mighty Miner

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.

Missing

Punishments

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

Royal Recruits Royal Ghost 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.

Royal Recruits P.E.K.K.A Royal Ghost Mega Knight Mighty Miner

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.

Royal Ghost Mighty Miner

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 Recruits Clone Mighty Miner
Giant Snowball
Royal Recruits Clone Mighty Miner
Zap
Clone Mighty Miner
Barbarian Barrel
Royal Recruits Clone Executioner Royal Ghost
The Log
Royal Recruits Clone
Earthquake
Clone
Arrows
Royal Recruits Clone
Royal Delivery
Royal Recruits Clone Executioner P.E.K.K.A Royal Ghost
Fireball
Clone Executioner Mighty Miner
Poison
Royal Recruits Clone Executioner
Lightning
Executioner Mighty Miner
Rocket
Executioner Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Executioner Royal Ghost 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.

Royal Recruits Clone Executioner P.E.K.K.A Royal Ghost Mega Knight Mighty Miner

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.

Mirror Clone Royal Ghost Mighty Miner Executioner Royal Recruits P.E.K.K.A Mega Knight

Shortest cycle

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

10 Mirror Clone Royal Ghost Mighty Miner

Attack Synergies 0 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.

Royal Recruits
Clone Royal Ghost
Mirror
Royal Ghost
Clone
Royal Recruits
Executioner
P.E.K.K.A Mega Knight
P.E.K.K.A
Executioner
Royal Ghost
Royal Recruits Mirror Mega Knight
Mega Knight
Executioner Royal Ghost
Mighty Miner

Defense Synergies 0 4

Royal Recruits
Mirror
Executioner Mega Knight
Clone
Executioner
Mirror Mega Knight
P.E.K.K.A
Royal Ghost
Mega Knight
Mega Knight
Mirror Executioner Royal Ghost
Mighty Miner

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.

Royal Recruits Executioner
P.E.K.K.A Royal Recruits Executioner Mega Knight
P.E.K.K.A Mega Knight Royal Recruits Executioner
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Executioner Royal Ghost Mega Knight
Executioner
Royal Recruits P.E.K.K.A Mega Knight
P.E.K.K.A Mighty Miner Royal Recruits
Royal Recruits Royal Ghost Mega Knight
Executioner Royal Recruits Royal Ghost Mega Knight
Executioner
Royal Recruits P.E.K.K.A Mega Knight
Executioner Mega Knight Royal Recruits P.E.K.K.A Royal Ghost
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Mega Knight Royal Recruits Executioner P.E.K.K.A
Mega Knight Royal Recruits Executioner Royal Ghost
Executioner Royal Recruits Royal Ghost Mega Knight
P.E.K.K.A Royal Recruits
Royal Recruits Royal Ghost Mega Knight Executioner P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Mega Knight P.E.K.K.A Royal Ghost
Executioner Royal Ghost Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Executioner Mega Knight Mighty Miner
Executioner
Royal Recruits P.E.K.K.A
P.E.K.K.A Mega Knight Mighty Miner Royal Recruits
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A
P.E.K.K.A Mega Knight Royal Recruits
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight Executioner
Royal Recruits Executioner Mega Knight
Royal Recruits Executioner P.E.K.K.A Mighty Miner
Executioner Mega Knight Royal Recruits P.E.K.K.A Royal Ghost Mighty Miner

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.)

Royal Recruits Royal Ghost
Executioner Royal Ghost
Royal Recruits
Executioner Mega Knight
Executioner
Executioner
Executioner
Royal Recruits
Executioner
Executioner
Executioner
Royal Recruits Executioner Mega Knight
Executioner Mega Knight
Mega Knight
Mega Knight
Royal Recruits
Executioner Mega Knight
Executioner Royal Ghost
Mega Knight
Executioner
Mega Knight
P.E.K.K.A Mighty Miner Mega Knight
Royal Recruits
Executioner
Executioner Mega Knight
Executioner
Royal Recruits Executioner P.E.K.K.A Mega Knight
Royal Recruits
Executioner
Royal Recruits Executioner Royal Ghost Mega Knight
P.E.K.K.A
Mega Knight

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