My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
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 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 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.

Baby Dragon Witch Magic Archer

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.

Giant Baby Dragon Witch Golem Magic Archer Mega Knight

Offensive cards

Win conditions

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

Giant Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

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

Mini P.E.K.K.A Giant Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Mini P.E.K.K.A Giant Baby Dragon Golem Magic Archer 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.

Mini P.E.K.K.A Golem Magic Archer

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
Giant
Giant Snowball
Baby Dragon Witch
Zap
Witch
Barbarian Barrel
Witch Magic Archer
The Log
Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Mini P.E.K.K.A Baby Dragon Witch Magic Archer
Fireball
Baby Dragon Witch Magic Archer
Poison
Witch Magic Archer
Lightning
Mini P.E.K.K.A Baby Dragon Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Magic Archer 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.

Mini P.E.K.K.A Baby Dragon Golem 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.

Fireball

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.

Fireball 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.

Fireball Mini P.E.K.K.A Baby Dragon Magic Archer Giant Witch Mega Knight Golem

Shortest cycle

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

16 Fireball Mini P.E.K.K.A Baby Dragon Magic Archer

Attack Synergies 3 17

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.

Fireball
Golem Giant Baby Dragon Magic Archer Mega Knight
Mini P.E.K.K.A
Giant Baby Dragon Golem Magic Archer Mega Knight
Giant
Mini P.E.K.K.A Fireball Baby Dragon Witch Magic Archer
Baby Dragon
Golem Fireball Mini P.E.K.K.A Giant Witch Mega Knight
Witch
Giant Baby Dragon Golem Mega Knight
Golem
Fireball Baby Dragon Mini P.E.K.K.A Witch Magic Archer
Magic Archer
Fireball Mini P.E.K.K.A Giant Golem Mega Knight
Mega Knight
Fireball Mini P.E.K.K.A Baby Dragon Witch Magic Archer

Defense Synergies 0 9

Fireball
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Fireball Baby Dragon Witch Magic Archer
Giant
Baby Dragon
Mini P.E.K.K.A Witch Mega Knight
Witch
Mini P.E.K.K.A Baby Dragon Mega Knight
Golem
Magic Archer
Mini P.E.K.K.A Mega Knight
Mega Knight
Fireball Baby Dragon Witch Magic Archer

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.

Fireball Baby Dragon Magic Archer
Mini P.E.K.K.A Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Witch Magic Archer
Fireball Baby Dragon Magic Archer Mega Knight
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight
Witch Fireball Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Witch Magic Archer
Mini P.E.K.K.A Mega Knight Fireball Witch
Fireball Mega Knight Mini P.E.K.K.A Baby Dragon Witch Magic Archer
Mini P.E.K.K.A Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Mega Knight Fireball Mini P.E.K.K.A Witch
Fireball Mega Knight Baby Dragon Witch Magic Archer
Baby Dragon Witch Fireball Magic Archer Mega Knight
Mini P.E.K.K.A
Mega Knight Fireball Mini P.E.K.K.A Baby Dragon Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Fireball Witch
Fireball Mini P.E.K.K.A Baby Dragon Magic Archer Mega Knight
Mega Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight Fireball
Mini P.E.K.K.A Witch Mega Knight
Fireball Baby Dragon Witch Magic Archer
Mini P.E.K.K.A Fireball Witch
Mini P.E.K.K.A Mega Knight
Mega Knight Fireball Mini P.E.K.K.A Baby Dragon Witch Magic Archer
Witch
Mega Knight Mini P.E.K.K.A Witch
Mega Knight Fireball
Mini P.E.K.K.A Mega Knight Fireball Witch
Fireball Baby Dragon Witch Magic Archer Mega Knight
Witch Fireball Mini P.E.K.K.A Baby Dragon Magic Archer
Mega Knight Fireball Mini P.E.K.K.A Baby Dragon Witch Magic Archer
Fireball

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.)

Fireball Magic Archer Baby Dragon
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Fireball Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Witch Magic Archer
Baby Dragon Witch Magic Archer
Fireball Baby Dragon Magic Archer
Fireball
Fireball Mini P.E.K.K.A
Fireball Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Witch Magic Archer
Magic Archer Fireball Baby Dragon Mega Knight
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer Mega Knight
Fireball
Fireball Baby Dragon
Fireball Baby Dragon Witch Magic Archer Mega Knight
Witch
Fireball Baby Dragon Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer
Fireball Baby Dragon Witch Magic Archer
Fireball Witch
Fireball Mini P.E.K.K.A
Fireball Magic Archer Mega Knight
Fireball Magic Archer
Mega Knight
Fireball Magic Archer
Fireball Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer
Fireball
Fireball Mini P.E.K.K.A Baby Dragon Magic Archer Mega Knight
Fireball Baby Dragon Magic Archer
Fireball
Mega Knight
Fireball Baby Dragon Witch Magic Archer
Fireball Witch Magic Archer
Fireball Baby Dragon Witch Magic Archer Mega Knight
Fireball Mega Knight

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