My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

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!
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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Witch Royal Ghost Mega Knight Goblinstein

Offensive cards

Win conditions

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

Battle Ram Goblin Drill

Damage spells

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

Freeze

Punishments

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

Mini P.E.K.K.A Battle Ram Royal Ghost Mega Knight

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Mini P.E.K.K.A Battle Ram Royal Ghost 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 Goblin Drill Royal Ghost

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
Battle Ram Goblin Drill
Giant Snowball
Battle Ram Goblin Drill Witch
Zap
Battle Ram Goblin Drill Witch
Barbarian Barrel
Battle Ram Goblin Drill Witch Royal Ghost
The Log
Mini P.E.K.K.A Battle Ram Goblin Drill Witch
Earthquake
Goblin Drill Witch
Arrows
Goblin Drill Witch
Royal Delivery
Mini P.E.K.K.A Battle Ram Goblin Drill Witch Royal Ghost
Fireball
Battle Ram Goblin Drill Witch
Poison
Goblin Drill Witch
Lightning
Mini P.E.K.K.A Battle Ram Witch Goblinstein
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Freeze 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.

Mini P.E.K.K.A Battle Ram Freeze Goblin Drill Royal Ghost 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

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.

Royal Ghost Mini P.E.K.K.A Battle Ram Freeze Goblin Drill Witch Goblinstein Mega Knight

Shortest cycle

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

15 Royal Ghost Mini P.E.K.K.A Battle Ram Freeze

Attack Synergies 0 10

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.

Mini P.E.K.K.A
Goblin Drill Mega Knight
Battle Ram
Freeze Witch Royal Ghost
Freeze
Battle Ram
Goblin Drill
Mini P.E.K.K.A Royal Ghost Mega Knight
Witch
Battle Ram Royal Ghost Mega Knight
Royal Ghost
Battle Ram Goblin Drill Witch Mega Knight
Mega Knight
Mini P.E.K.K.A Goblin Drill Witch Royal Ghost
Goblinstein

Defense Synergies 0 7

Mini P.E.K.K.A
Freeze Witch Royal Ghost
Battle Ram
Freeze
Mini P.E.K.K.A Mega Knight
Goblin Drill
Witch
Mini P.E.K.K.A Royal Ghost Mega Knight
Royal Ghost
Mini P.E.K.K.A Witch Mega Knight
Mega Knight
Freeze Witch Royal Ghost
Goblinstein

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.

Mini P.E.K.K.A Goblin Drill Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight Freeze Goblin Drill
Mini P.E.K.K.A Witch Goblin Drill Mega Knight
Mini P.E.K.K.A Mega Knight
Freeze Royal Ghost Mega Knight
Freeze Witch
Mega Knight
Mini P.E.K.K.A Witch Goblin Drill
Mini P.E.K.K.A Royal Ghost Mega Knight
Witch Freeze Goblin Drill Royal Ghost Mega Knight
Witch
Mini P.E.K.K.A Goblin Drill Mega Knight Freeze Witch
Mega Knight Mini P.E.K.K.A Freeze Goblin Drill Witch Royal Ghost
Mini P.E.K.K.A Goblin Drill Mega Knight
Mini P.E.K.K.A Freeze Goblin Drill Mega Knight
Mega Knight Mini P.E.K.K.A Goblin Drill Witch
Mega Knight Goblin Drill Witch Royal Ghost
Freeze Goblin Drill Witch Royal Ghost Mega Knight
Mini P.E.K.K.A Goblin Drill
Royal Ghost Mega Knight Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Witch Royal Ghost
Mini P.E.K.K.A Royal Ghost Mega Knight
Mega Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Goblin Drill Witch Mega Knight
Freeze Witch
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight
Freeze Mega Knight Mini P.E.K.K.A Witch
Witch Goblin Drill
Mega Knight Mini P.E.K.K.A Witch
Mega Knight
Mini P.E.K.K.A Mega Knight Witch
Witch Mega Knight
Witch Mini P.E.K.K.A Freeze Goblin Drill
Mega Knight Mini P.E.K.K.A Freeze Witch Royal Ghost

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.)

Freeze Goblin Drill Royal Ghost
Royal Ghost
Goblin Drill
Freeze
Mega Knight
Freeze Witch
Witch
Freeze
Mini P.E.K.K.A
Freeze
Goblin Drill Witch
Mega Knight
Freeze
Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Witch Mega Knight
Mega Knight
Goblin Drill
Freeze Witch Mega Knight
Witch
Witch Royal Ghost
Witch Mega Knight
Witch
Freeze Witch
Mini P.E.K.K.A
Mega Knight
Freeze
Mega Knight
Freeze Witch
Witch
Freeze
Mini P.E.K.K.A Mega Knight
Mega Knight
Freeze Witch
Witch
Freeze Witch Royal Ghost Mega Knight
Mega Knight

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