My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Wizard P.E.K.K.A Electro Wizard Sparky Mega Knight

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.

Freeze

Punishments

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

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.

Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Sparky 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.

Skeleton Army Freeze P.E.K.K.A Sparky 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.

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 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.

Skeleton Army Freeze Electro Wizard Barbarians Wizard Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

16 Skeleton Army Freeze Electro Wizard Barbarians

Attack Synergies 1 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.

Barbarians
Wizard
P.E.K.K.A Sparky Mega Knight
Skeleton Army
Sparky
Freeze
P.E.K.K.A
Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Sparky Mega Knight
Sparky
Wizard Skeleton Army Electro Wizard
Mega Knight
Wizard Electro Wizard

Defense Synergies 0 14

Barbarians
Skeleton Army
Wizard
Skeleton Army Freeze P.E.K.K.A Electro Wizard Mega Knight
Skeleton Army
Barbarians Wizard Freeze Electro Wizard Sparky
Freeze
Wizard Skeleton Army Electro Wizard Sparky Mega Knight
P.E.K.K.A
Wizard Electro Wizard
Electro Wizard
Wizard Skeleton Army Freeze P.E.K.K.A Mega Knight
Sparky
Skeleton Army Freeze
Mega Knight
Wizard Freeze Electro Wizard

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.

Wizard Electro Wizard Sparky
Barbarians Skeleton Army P.E.K.K.A Sparky Electro Wizard Mega Knight
Barbarians Skeleton Army P.E.K.K.A Sparky Mega Knight Freeze Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Sparky Electro Wizard Mega Knight
Barbarians Skeleton Army P.E.K.K.A Sparky Mega Knight
Skeleton Army Freeze Electro Wizard Mega Knight
Electro Wizard Wizard Freeze
Barbarians P.E.K.K.A Electro Wizard Sparky Mega Knight
Barbarians P.E.K.K.A Sparky Skeleton Army
Skeleton Army Barbarians Electro Wizard Sparky Mega Knight
Barbarians Skeleton Army Electro Wizard Wizard Freeze Mega Knight
Wizard Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Sparky Mega Knight Wizard Freeze Electro Wizard
Wizard Skeleton Army Sparky Mega Knight Barbarians Freeze P.E.K.K.A Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Sparky Electro Wizard Mega Knight
Barbarians Skeleton Army Freeze P.E.K.K.A Electro Wizard Sparky Mega Knight
Barbarians Wizard Sparky Mega Knight Skeleton Army P.E.K.K.A Electro Wizard
Mega Knight Barbarians Wizard Skeleton Army Electro Wizard
Wizard Freeze Barbarians Electro Wizard Mega Knight
Barbarians P.E.K.K.A Sparky Electro Wizard
Wizard Skeleton Army Mega Knight Barbarians P.E.K.K.A Electro Wizard Sparky
P.E.K.K.A Skeleton Army Sparky

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight P.E.K.K.A Electro Wizard Sparky
Electro Wizard Wizard Mega Knight
Barbarians Skeleton Army P.E.K.K.A Mega Knight Electro Wizard Sparky
Skeleton Army P.E.K.K.A Mega Knight Barbarians Electro Wizard Sparky
Barbarians P.E.K.K.A Skeleton Army Sparky Mega Knight
Wizard Freeze Electro Wizard
Skeleton Army P.E.K.K.A Sparky Barbarians Electro Wizard
P.E.K.K.A Mega Knight Barbarians Skeleton Army Sparky
Freeze P.E.K.K.A Electro Wizard Mega Knight Barbarians Skeleton Army Sparky
P.E.K.K.A Barbarians Skeleton Army Sparky
P.E.K.K.A Mega Knight Barbarians Sparky
Skeleton Army P.E.K.K.A Mega Knight Barbarians Electro Wizard
Barbarians Skeleton Army P.E.K.K.A Mega Knight Wizard Sparky
Wizard Barbarians Skeleton Army Sparky Mega Knight
Barbarians Skeleton Army Electro Wizard Sparky Freeze P.E.K.K.A
Mega Knight Barbarians Wizard Freeze P.E.K.K.A Electro Wizard Sparky
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.)

Freeze Sparky
Electro Wizard
Sparky
Barbarians Freeze Sparky
Wizard Sparky Mega Knight
Wizard Freeze
Wizard Sparky
Wizard Freeze
Wizard
Electro Wizard Sparky
Wizard Electro Wizard Sparky
Wizard
Sparky
Freeze
Sparky
Wizard Sparky
Wizard Sparky Mega Knight
Freeze Sparky
Sparky
Wizard Electro Wizard Sparky Mega Knight
Wizard Mega Knight
Sparky Mega Knight
Wizard
Sparky
Barbarians
Freeze Wizard Sparky Mega Knight
Wizard Electro Wizard Sparky
Wizard Sparky Mega Knight
Sparky
Wizard Electro Wizard Sparky
Electro Wizard Wizard Freeze
Sparky
Wizard Sparky Mega Knight
Freeze Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Wizard Sparky
Electro Wizard Barbarians Skeleton Army Freeze
Wizard Electro Wizard
Freeze
Wizard Electro Wizard Sparky Mega Knight
Wizard
Sparky
P.E.K.K.A Sparky Mega Knight
Freeze Electro Wizard Sparky
Electro Wizard
Freeze Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Wizard Sparky Mega Knight

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