My Best Clash Royale Deck

Deck Check Rating

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

5 problems 7 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 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 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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!
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.

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.

Royal Recruits Prince Mother Witch Sparky Mega Knight Monk

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.

Missing

Punishments

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

Royal Recruits Mini P.E.K.K.A Prince 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.

Royal Recruits Mini P.E.K.K.A Prince 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 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
Royal Recruits Prince Sparky
Giant Snowball
Royal Recruits
Zap
Prince Sparky
Barbarian Barrel
Royal Recruits Sparky
The Log
Royal Recruits Mini P.E.K.K.A Prince Sparky
Earthquake
Arrows
Royal Recruits
Royal Delivery
Royal Recruits Mini P.E.K.K.A Prince Mother Witch Sparky
Fireball
Mother Witch Sparky
Poison
Royal Recruits Mother Witch Sparky
Lightning
Mini P.E.K.K.A Prince Mother Witch Sparky Monk
Rocket
Prince Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Sparky 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.

Royal Recruits Mini P.E.K.K.A Prince Mother Witch Sparky Mega Knight

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.

Mirror Mini P.E.K.K.A Mother Witch Prince Monk Sparky Royal Recruits Mega Knight

Shortest cycle

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

13 Mirror Mini P.E.K.K.A Mother Witch Prince

Attack Synergies 2 4

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.

Royal Recruits
Mini P.E.K.K.A
Sparky Mirror Mega Knight
Mirror
Mini P.E.K.K.A Sparky
Prince
Mega Knight
Mother Witch
Mega Knight
Sparky
Mini P.E.K.K.A Mirror
Mega Knight
Prince Mini P.E.K.K.A Mother Witch
Monk

Defense Synergies 0 5

Royal Recruits
Mini P.E.K.K.A
Mirror Mother Witch
Mirror
Mini P.E.K.K.A Sparky Mega Knight
Prince
Mother Witch
Mini P.E.K.K.A Mega Knight
Sparky
Mirror
Mega Knight
Mirror Mother Witch
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.

Royal Recruits Sparky
Mini P.E.K.K.A Sparky Royal Recruits Prince Mega Knight Monk
Mini P.E.K.K.A Prince Sparky Mega Knight Royal Recruits
Royal Recruits Mini P.E.K.K.A Prince Sparky Mega Knight Monk
Royal Recruits Mini P.E.K.K.A Prince Sparky Mega Knight Monk
Mother Witch Mega Knight
Royal Recruits Sparky Mega Knight Monk
Mini P.E.K.K.A Sparky Royal Recruits Prince
Royal Recruits Mini P.E.K.K.A Prince Sparky Mega Knight
Mother Witch Royal Recruits Mega Knight
Royal Recruits Mini P.E.K.K.A Prince Sparky Mega Knight
Sparky Mega Knight Royal Recruits Mini P.E.K.K.A Prince
Royal Recruits Mini P.E.K.K.A Sparky Prince Mega Knight
Monk Royal Recruits Mini P.E.K.K.A Prince Sparky Mega Knight
Sparky Mega Knight Royal Recruits Mini P.E.K.K.A Prince
Mega Knight Royal Recruits Prince
Royal Recruits Mother Witch Mega Knight
Mini P.E.K.K.A Sparky Royal Recruits Prince
Royal Recruits Mega Knight Mini P.E.K.K.A Prince Mother Witch Sparky
Mini P.E.K.K.A Sparky

Counters to secondary win conditions

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

Royal Recruits Mini P.E.K.K.A Mega Knight Prince Sparky
Mini P.E.K.K.A Prince Mega Knight Monk
Royal Recruits Mega Knight Mini P.E.K.K.A Prince Sparky
Royal Recruits Mini P.E.K.K.A Prince Mega Knight Sparky Monk
Royal Recruits Mini P.E.K.K.A Prince Sparky Mega Knight
Mother Witch Monk
Royal Recruits Mini P.E.K.K.A Prince Sparky
Mini P.E.K.K.A Mega Knight Royal Recruits Prince Sparky
Royal Recruits Mega Knight Mini P.E.K.K.A Prince Sparky Monk
Royal Recruits Sparky
Mega Knight Royal Recruits Mini P.E.K.K.A Prince Sparky
Royal Recruits Mega Knight Monk Prince
Royal Recruits Mini P.E.K.K.A Prince Mega Knight Sparky
Royal Recruits Sparky Mega Knight
Royal Recruits Sparky Mini P.E.K.K.A Prince Monk
Mega Knight Royal Recruits Mini P.E.K.K.A Mother Witch Sparky

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.)

Royal Recruits Sparky Monk
Monk
Sparky
Royal Recruits Prince Sparky
Sparky Mega Knight
Mother Witch Monk
Sparky
Monk
Mini P.E.K.K.A Prince Sparky
Monk Royal Recruits Prince Sparky
Monk
Sparky
Monk
Prince Sparky
Sparky
Royal Recruits Sparky Mega Knight
Monk Sparky
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Prince Sparky Mega Knight Monk
Mother Witch Mega Knight Monk
Prince Sparky Mega Knight Monk
Prince Sparky Monk
Royal Recruits Monk
Mother Witch Sparky Mega Knight
Sparky Monk
Prince Sparky Mega Knight Monk
Sparky
Mother Witch Sparky
Mini P.E.K.K.A Sparky
Sparky Mega Knight
Sparky Monk
Prince Sparky Mega Knight
Sparky Monk
Royal Recruits Prince
Monk
Mini P.E.K.K.A Prince Sparky Mega Knight
Monk Sparky
Royal Recruits Prince Sparky Mega Knight
Royal Recruits Sparky
Royal Recruits Prince Sparky Mega Knight Monk
Prince Sparky
Sparky Mega Knight Monk

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