My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 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.

Wizard Witch Inferno Dragon Mother Witch

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 Witch P.E.K.K.A Inferno Dragon Mother Witch 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.

Rocket

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.

Rocket

Dropped at the bridge

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

P.E.K.K.A Mega Knight

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 Inferno Dragon
Giant Snowball
Skeleton Army Witch Inferno Dragon
Zap
Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army Witch
The Log
Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Wizard Skeleton Army Witch P.E.K.K.A Inferno Dragon Mother Witch
Fireball
Wizard Skeleton Army Witch Inferno Dragon Mother Witch
Poison
Wizard Skeleton Army Witch Mother Witch
Lightning
Wizard Witch Inferno Dragon Mother Witch
Rocket
Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Rocket Skeleton Army P.E.K.K.A Inferno Dragon Mother Witch 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.

Wizard 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.

Skeleton Army Inferno Dragon Mother Witch Wizard Witch Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

16 Skeleton Army Inferno Dragon Mother Witch Wizard

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.

Wizard
P.E.K.K.A Mega Knight
Rocket
Skeleton Army
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Wizard Witch Mother Witch
Inferno Dragon
Mega Knight
Mother Witch
P.E.K.K.A Mega Knight
Mega Knight
Inferno Dragon Wizard Witch Mother Witch

Defense Synergies 0 7

Wizard
Skeleton Army P.E.K.K.A Mega Knight
Rocket
Skeleton Army
Wizard Inferno Dragon
Witch
Mega Knight
P.E.K.K.A
Wizard
Inferno Dragon
Skeleton Army Mega Knight
Mother Witch
Mega Knight
Mega Knight
Wizard Witch Inferno Dragon Mother Witch

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.

Rocket Wizard
Skeleton Army P.E.K.K.A Inferno Dragon Witch Mega Knight
Rocket Skeleton Army Witch P.E.K.K.A Mega Knight Inferno Dragon
Skeleton Army Witch P.E.K.K.A Inferno Dragon Mega Knight
Rocket Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Mother Witch Mega Knight
Rocket Inferno Dragon Wizard Witch
Rocket P.E.K.K.A Mega Knight
Witch P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Mega Knight
Skeleton Army Witch Mother Witch Wizard Mega Knight
Inferno Dragon Wizard Witch
Skeleton Army P.E.K.K.A Mega Knight Wizard Rocket Witch
Wizard Rocket Skeleton Army Mega Knight Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Inferno Dragon Mega Knight
Rocket Skeleton Army P.E.K.K.A Inferno Dragon Mega Knight
Wizard Mega Knight Skeleton Army Witch P.E.K.K.A
Mega Knight Wizard Skeleton Army Witch
Wizard Witch Inferno Dragon Mother Witch Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Skeleton Army Mega Knight Witch P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch P.E.K.K.A
Wizard Rocket Inferno Dragon Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Rocket Witch
Rocket Skeleton Army P.E.K.K.A Mega Knight
P.E.K.K.A Skeleton Army Witch Inferno Dragon Mega Knight
Wizard Rocket Mother Witch Witch
Rocket Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Mega Knight Skeleton Army Inferno Dragon
Rocket P.E.K.K.A Mega Knight Skeleton Army Witch Inferno Dragon
Witch P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Witch
Rocket Skeleton Army P.E.K.K.A Mega Knight
Rocket Skeleton Army P.E.K.K.A Mega Knight Wizard Witch
Wizard Skeleton Army Witch Mega Knight
Skeleton Army Witch Rocket P.E.K.K.A Inferno Dragon
Mega Knight Wizard Witch P.E.K.K.A Inferno Dragon Mother Witch

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.)

Rocket
Rocket
Rocket
Wizard Rocket Mega Knight
Wizard Mother Witch Rocket Witch
Wizard Witch
Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard Witch
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Mega Knight
Rocket Wizard Witch Mother Witch Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Mother Witch Wizard Witch Mega Knight
Witch Inferno Dragon
Wizard Witch
Wizard Witch Mega Knight
Rocket
Wizard Witch Mother Witch
Rocket Wizard Witch
Wizard Rocket Mega Knight
Rocket
P.E.K.K.A Mega Knight
Rocket Wizard
Rocket Skeleton Army Witch
Rocket Wizard Witch
Wizard Rocket Mega Knight
Wizard
Rocket
P.E.K.K.A Mega Knight
Rocket Witch
Rocket Witch
Rocket Witch Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Rocket Mega Knight

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