My Best Clash Royale Deck

Deck Check Rating

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

4 problems 4 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!
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!
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.

Firecracker Baby Dragon Electro Wizard

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 Firecracker Baby Dragon P.E.K.K.A Bandit Electro Wizard Mega Knight Goblinstein

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.

Bandit 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 Baby Dragon P.E.K.K.A Bandit 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.

Firecracker Bandit 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
Bandit
Giant Snowball
Baby Dragon
Zap
Firecracker Bandit
Barbarian Barrel
Knight Firecracker Bandit Electro Wizard
The Log
Firecracker Bandit
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Baby Dragon P.E.K.K.A Bandit Electro Wizard
Fireball
Firecracker Baby Dragon Bandit Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Knight Baby Dragon Bandit Electro Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon 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.

Knight Baby Dragon P.E.K.K.A 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.

Knight Firecracker Bandit Baby Dragon Electro Wizard Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

13 Knight Firecracker Bandit Baby Dragon

Attack Synergies 3 12

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
Firecracker Baby Dragon Electro Wizard
Firecracker
Knight Baby Dragon P.E.K.K.A Bandit Mega Knight
Baby Dragon
Knight Firecracker P.E.K.K.A Bandit Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Firecracker Baby Dragon
Bandit
Firecracker Baby Dragon Electro Wizard Mega Knight
Electro Wizard
P.E.K.K.A Knight Baby Dragon Bandit Mega Knight
Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard
Goblinstein

Defense Synergies 2 13

Knight
Firecracker Electro Wizard Baby Dragon
Firecracker
Knight Baby Dragon P.E.K.K.A Bandit Electro Wizard Mega Knight
Baby Dragon
Knight Firecracker P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Firecracker Baby Dragon Electro Wizard
Bandit
Firecracker Baby Dragon Electro Wizard Mega Knight
Electro Wizard
Knight Firecracker P.E.K.K.A Bandit Mega Knight
Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard
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.

Knight Firecracker Baby Dragon Electro Wizard
P.E.K.K.A Knight Firecracker Bandit Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Knight Bandit Electro Wizard
P.E.K.K.A Knight Firecracker Bandit Electro Wizard Mega Knight
Firecracker P.E.K.K.A Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard Mega Knight
Electro Wizard Firecracker Baby Dragon
Baby Dragon P.E.K.K.A Bandit Electro Wizard Mega Knight
P.E.K.K.A
Knight Firecracker Bandit Electro Wizard Mega Knight
Electro Wizard Knight Firecracker Baby Dragon Bandit Mega Knight
Firecracker Baby Dragon Electro Wizard
P.E.K.K.A Mega Knight Knight Bandit Electro Wizard
Mega Knight Firecracker Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard Mega Knight
P.E.K.K.A Bandit Electro Wizard Mega Knight
Mega Knight Knight Firecracker P.E.K.K.A Electro Wizard
Mega Knight Knight Firecracker Baby Dragon Bandit Electro Wizard
Baby Dragon Knight Firecracker Bandit Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Knight Firecracker Baby Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Mega Knight P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Knight Firecracker Baby Dragon Mega Knight
P.E.K.K.A Bandit Mega Knight Knight Electro Wizard
P.E.K.K.A Mega Knight Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Mega Knight
Firecracker Baby Dragon Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Electro Wizard Mega Knight Knight Firecracker Baby Dragon Bandit
P.E.K.K.A
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Knight Bandit
Firecracker Baby Dragon Mega Knight
Electro Wizard Knight Firecracker Baby Dragon P.E.K.K.A
Mega Knight Firecracker Baby Dragon P.E.K.K.A Electro Wizard
Electro Wizard

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 Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit
Knight Firecracker
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Bandit
Electro Wizard
Firecracker Knight Bandit Electro Wizard
Firecracker Baby Dragon
Knight Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Bandit Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard Mega Knight
Firecracker Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit Mega Knight
Firecracker Baby Dragon Bandit
Firecracker Baby Dragon Electro Wizard
Electro Wizard Firecracker
Bandit Mega Knight
Firecracker Electro Wizard
P.E.K.K.A Mega Knight
Firecracker
Electro Wizard Bandit
Firecracker Baby Dragon Electro Wizard
Knight Firecracker Baby Dragon Electro Wizard Mega Knight
Firecracker Baby Dragon
Firecracker P.E.K.K.A Mega Knight
Firecracker Baby Dragon Electro Wizard
Firecracker Electro Wizard
Firecracker Baby Dragon Bandit Electro Wizard Mega Knight
P.E.K.K.A
Firecracker Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: