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 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!
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!
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.

Firecracker Furnace Wizard

Defensive buildings

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

Furnace

Investments

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

Firecracker Furnace Wizard Rune Giant P.E.K.K.A Royal Ghost Monk

Offensive cards

Win conditions

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

Rune Giant

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 Ghost

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.

Rune Giant P.E.K.K.A Royal Ghost

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 Royal Ghost Monk

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
Guards
Giant Snowball
Furnace Guards
Zap
Firecracker Furnace Guards
Barbarian Barrel
Firecracker Furnace Wizard Guards Royal Ghost
The Log
Firecracker Furnace Guards
Earthquake
Firecracker Furnace Guards
Arrows
Firecracker Furnace Guards
Royal Delivery
Firecracker Wizard Guards P.E.K.K.A Royal Ghost
Fireball
Firecracker Furnace Wizard
Poison
Firecracker Furnace Wizard Guards
Lightning
Furnace Wizard Monk
Rocket
Furnace Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Furnace Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Furnace Wizard Royal Ghost

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.

Guards Rune Giant P.E.K.K.A Royal Ghost

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.

Furnace 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.

Firecracker Guards Royal Ghost Furnace Rune Giant Wizard Monk P.E.K.K.A

Shortest cycle

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

13 Firecracker Guards Royal Ghost Furnace

Attack Synergies 0 8

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.

Firecracker
Rune Giant P.E.K.K.A Monk
Furnace
P.E.K.K.A Royal Ghost
Wizard
P.E.K.K.A Royal Ghost
Guards
Rune Giant
Firecracker
P.E.K.K.A
Firecracker Furnace Wizard
Royal Ghost
Furnace Wizard Monk
Monk
Firecracker Royal Ghost

Defense Synergies 0 7

Firecracker
Guards P.E.K.K.A
Furnace
Guards Royal Ghost
Wizard
Guards P.E.K.K.A Royal Ghost
Guards
Firecracker Furnace Wizard
Rune Giant
P.E.K.K.A
Firecracker Wizard
Royal Ghost
Furnace Wizard
Monk

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.

Firecracker Wizard
P.E.K.K.A Firecracker Furnace Monk
Furnace P.E.K.K.A
P.E.K.K.A Firecracker Furnace Guards Monk
Firecracker P.E.K.K.A Monk
Firecracker Furnace Guards Royal Ghost
Furnace Firecracker Wizard
P.E.K.K.A Monk
P.E.K.K.A Furnace
Guards Firecracker Royal Ghost
Guards Firecracker Furnace Wizard Royal Ghost
Firecracker Furnace Wizard
Furnace P.E.K.K.A Wizard Guards
Wizard Firecracker Furnace Guards P.E.K.K.A Royal Ghost
P.E.K.K.A Furnace
Monk Furnace P.E.K.K.A
Wizard Firecracker Furnace P.E.K.K.A
Firecracker Furnace Wizard Guards Royal Ghost
Furnace Wizard Firecracker Guards Royal Ghost
P.E.K.K.A
Wizard Royal Ghost Firecracker Furnace Guards P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Furnace P.E.K.K.A Royal Ghost
Firecracker Wizard Royal Ghost Monk
Guards P.E.K.K.A Furnace
Guards P.E.K.K.A Monk
P.E.K.K.A Guards
Firecracker Furnace Wizard Monk
Guards P.E.K.K.A Furnace
P.E.K.K.A
P.E.K.K.A Firecracker Monk
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Monk Guards
P.E.K.K.A Wizard Guards
Wizard Firecracker Furnace
Guards Firecracker Furnace P.E.K.K.A Monk
Firecracker Wizard P.E.K.K.A Royal Ghost
Furnace

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.)

Firecracker Guards Royal Ghost Monk
Firecracker Monk Royal Ghost
Firecracker Guards
Wizard Firecracker Furnace
Firecracker Wizard Furnace Monk
Firecracker Furnace Wizard
Firecracker Wizard
Monk Firecracker Wizard
Guards
Firecracker Monk Wizard
Monk Firecracker Wizard
Firecracker
Firecracker Monk
Firecracker Furnace
Firecracker Furnace Wizard
Firecracker Furnace Wizard
Monk
Firecracker Wizard Monk
Firecracker Wizard Monk
Monk
Wizard
Monk
Monk
Firecracker Furnace Wizard
Firecracker Wizard Royal Ghost Monk
Wizard Monk
Firecracker
Firecracker Furnace Wizard
Firecracker Wizard Guards
Wizard
Firecracker Monk
P.E.K.K.A
Firecracker Wizard Monk
Guards
Firecracker Wizard Monk
Firecracker Wizard
Firecracker Wizard
Monk
Firecracker P.E.K.K.A
Firecracker Guards
Firecracker
Firecracker Royal Ghost Monk
P.E.K.K.A
Firecracker Wizard Monk

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