My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Firecracker Wizard Phoenix

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.

Firecracker Elixir Golem Wizard P.E.K.K.A Phoenix Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball Rage

Punishments

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

Elixir Golem

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.

Elixir Golem P.E.K.K.A Phoenix Skeleton King

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

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
Elixir Golem Phoenix Skeleton King
Giant Snowball
Skeleton King
Zap
Firecracker Skeleton King
Barbarian Barrel
Firecracker Elixir Golem Wizard Skeleton King
The Log
Firecracker Elixir Golem Skeleton King
Earthquake
Firecracker Elixir Golem Skeleton King
Arrows
Firecracker Skeleton King
Royal Delivery
Firecracker Elixir Golem Wizard P.E.K.K.A Skeleton King
Fireball
Firecracker Elixir Golem Wizard Skeleton King
Poison
Firecracker Elixir Golem Wizard Phoenix Skeleton King
Lightning
Wizard Phoenix Skeleton King
Rocket
Wizard Phoenix Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Wizard Skeleton King

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.

Elixir Golem Rage P.E.K.K.A

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 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.

Rage Firecracker Elixir Golem Fireball Phoenix Skeleton King Wizard P.E.K.K.A

Shortest cycle

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

12 Rage Firecracker Elixir Golem Fireball

Attack Synergies 2 7

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
Elixir Golem P.E.K.K.A
Elixir Golem
Firecracker Rage Fireball Wizard
Fireball
Elixir Golem Skeleton King
Wizard
Elixir Golem Rage P.E.K.K.A
Rage
Elixir Golem Wizard Phoenix
P.E.K.K.A
Firecracker Wizard
Phoenix
Rage
Skeleton King
Fireball

Defense Synergies 0 3

Firecracker
P.E.K.K.A
Elixir Golem
Fireball
Wizard
P.E.K.K.A Skeleton King
Rage
P.E.K.K.A
Firecracker Wizard
Phoenix
Skeleton King
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.

Firecracker Fireball Wizard
P.E.K.K.A Firecracker Phoenix
P.E.K.K.A
P.E.K.K.A Firecracker Phoenix Skeleton King
Firecracker Fireball P.E.K.K.A
Fireball Firecracker
Firecracker Fireball Wizard Phoenix
Fireball P.E.K.K.A Phoenix
P.E.K.K.A Phoenix Skeleton King
Firecracker Phoenix
Firecracker Fireball Wizard Skeleton King
Firecracker Fireball Wizard Phoenix
P.E.K.K.A Fireball Wizard
Fireball Wizard Firecracker P.E.K.K.A Skeleton King
P.E.K.K.A Phoenix Skeleton King
Fireball P.E.K.K.A
Wizard Firecracker Fireball P.E.K.K.A
Fireball Firecracker Wizard
Wizard Firecracker Fireball
P.E.K.K.A Phoenix
Wizard Firecracker Fireball P.E.K.K.A

Counters to secondary win conditions

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

Fireball P.E.K.K.A
Fireball Firecracker Wizard Phoenix
P.E.K.K.A
P.E.K.K.A Fireball Phoenix
P.E.K.K.A Phoenix
Firecracker Fireball Wizard
P.E.K.K.A Fireball Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Firecracker Fireball Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Fireball Phoenix
P.E.K.K.A Fireball Wizard Skeleton King
Wizard Firecracker Fireball
Phoenix Firecracker Fireball P.E.K.K.A Skeleton King
Firecracker Fireball Wizard P.E.K.K.A Phoenix Skeleton King
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 Firecracker
Firecracker Fireball
Fireball
Firecracker Fireball
Fireball Wizard Firecracker
Firecracker Fireball Wizard
Firecracker Wizard
Fireball Firecracker Wizard
Fireball Firecracker Wizard
Fireball
Firecracker Fireball Wizard
Fireball Firecracker Wizard
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Fireball Wizard
Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball Wizard
Fireball Firecracker
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Fireball Wizard
Firecracker Fireball
P.E.K.K.A
Firecracker Fireball Wizard
Fireball
Fireball Firecracker Wizard
Fireball
Fireball Firecracker Wizard
Firecracker Fireball Wizard Skeleton King
Fireball
Firecracker P.E.K.K.A
Firecracker Fireball Skeleton King
Firecracker Fireball
Firecracker Fireball
P.E.K.K.A
Fireball Firecracker Wizard

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