My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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!
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.

Inferno Tower Wizard Inferno Dragon

Defensive buildings

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

Inferno Tower

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 Inferno Dragon 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.

Arrows

Punishments

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

Elite Barbarians 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 Elite 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.

Elite Barbarians

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
Elite Barbarians Inferno Dragon
Giant Snowball
Barbarians Inferno Dragon
Zap
Inferno Tower Inferno Dragon
Barbarian Barrel
Barbarians Elite Barbarians Inferno Tower Wizard
The Log
Barbarians Elite Barbarians
Earthquake
Barbarians Inferno Tower
Arrows
Royal Delivery
Barbarians Elite Barbarians Wizard P.E.K.K.A Inferno Dragon
Fireball
Barbarians Elite Barbarians Inferno Tower Wizard Inferno Dragon
Poison
Barbarians Inferno Tower Wizard
Lightning
Elite Barbarians Inferno Tower Wizard Inferno Dragon
Rocket
Barbarians Elite Barbarians Inferno Tower Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Inferno Tower P.E.K.K.A Inferno Dragon 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.

Elite Barbarians

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

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.

Arrows Inferno Dragon Barbarians Inferno Tower Wizard Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

17 Arrows Inferno Dragon Barbarians Inferno Tower

Attack Synergies 3 5

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.

Arrows
Elite Barbarians P.E.K.K.A Mega Knight
Barbarians
Elite Barbarians
Arrows Wizard Mega Knight
Inferno Tower
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Wizard
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Arrows Elite Barbarians Wizard

Defense Synergies 1 9

Arrows
Mega Knight Barbarians Inferno Tower P.E.K.K.A
Barbarians
Arrows
Elite Barbarians
Wizard Mega Knight
Inferno Tower
Arrows Mega Knight
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Wizard
Inferno Dragon
Mega Knight
Mega Knight
Arrows Elite Barbarians Inferno Tower Wizard Inferno Dragon

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.

Inferno Tower Wizard
Barbarians Elite Barbarians Inferno Tower P.E.K.K.A Inferno Dragon Mega Knight
Barbarians Inferno Tower P.E.K.K.A Mega Knight Elite Barbarians Inferno Dragon
Barbarians Elite Barbarians Inferno Tower P.E.K.K.A Inferno Dragon Mega Knight
Arrows Barbarians Elite Barbarians P.E.K.K.A Mega Knight
Arrows Mega Knight
Inferno Tower Inferno Dragon Arrows Wizard
Arrows Barbarians Inferno Tower P.E.K.K.A Mega Knight
Barbarians Inferno Tower P.E.K.K.A Inferno Dragon Elite Barbarians
Elite Barbarians Barbarians Inferno Tower Mega Knight
Barbarians Arrows Wizard Mega Knight
Arrows Inferno Tower Inferno Dragon Wizard
Barbarians Inferno Tower P.E.K.K.A Mega Knight Elite Barbarians Wizard
Wizard Mega Knight Arrows Barbarians P.E.K.K.A
Barbarians Elite Barbarians Inferno Tower P.E.K.K.A Inferno Dragon Mega Knight
Barbarians Inferno Tower Elite Barbarians P.E.K.K.A Inferno Dragon Mega Knight
Barbarians Wizard Mega Knight Arrows Elite Barbarians Inferno Tower P.E.K.K.A
Arrows Mega Knight Barbarians Elite Barbarians Wizard
Arrows Wizard Barbarians Inferno Dragon Mega Knight
Barbarians P.E.K.K.A Elite Barbarians Inferno Tower Inferno Dragon
Wizard Mega Knight Arrows Barbarians Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mega Knight Elite Barbarians Inferno Tower P.E.K.K.A
Arrows Elite Barbarians Wizard Inferno Dragon Mega Knight
Barbarians P.E.K.K.A Mega Knight Elite Barbarians Inferno Tower
P.E.K.K.A Mega Knight Barbarians Elite Barbarians Inferno Tower
Barbarians Inferno Tower P.E.K.K.A Elite Barbarians Inferno Dragon Mega Knight
Arrows Wizard
P.E.K.K.A Barbarians Elite Barbarians Inferno Tower
Inferno Tower P.E.K.K.A Mega Knight Barbarians Elite Barbarians Inferno Dragon
P.E.K.K.A Mega Knight Barbarians Elite Barbarians Inferno Tower Inferno Dragon
Inferno Tower P.E.K.K.A Barbarians Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Barbarians Elite Barbarians Inferno Tower
P.E.K.K.A Mega Knight Arrows Barbarians Elite Barbarians
Barbarians Elite Barbarians P.E.K.K.A Mega Knight Inferno Tower Wizard
Wizard Barbarians Mega Knight
Barbarians Elite Barbarians Inferno Tower P.E.K.K.A Inferno Dragon
Arrows Mega Knight Barbarians Elite Barbarians Inferno Tower Wizard P.E.K.K.A Inferno Dragon
Arrows Inferno Tower
P.E.K.K.A Mega Knight
Inferno Tower P.E.K.K.A Elite Barbarians Inferno Dragon

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.)

Arrows
Arrows
Arrows
Arrows Barbarians
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows Barbarians
Arrows Wizard Mega Knight
Inferno Dragon
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Elite Barbarians Arrows Wizard
Wizard
Elite Barbarians
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Barbarians
Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians
Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Mega Knight

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