My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Missing cards in your collection

Berserker

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 Baby Dragon 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 Baby Dragon Witch P.E.K.K.A Lumberjack Mega Knight Skeleton King

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.

Fireball

Punishments

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

Lumberjack 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.

Baby Dragon P.E.K.K.A Lumberjack Mega Knight 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.

Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon Mega Knight 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.

Baby Dragon P.E.K.K.A 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 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.

Fireball Baby Dragon Lumberjack Skeleton King Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

16 Fireball Baby Dragon Lumberjack Skeleton King

Attack Synergies 0 16

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
Baby Dragon Mega Knight Skeleton King
Wizard
P.E.K.K.A Lumberjack Mega Knight
Baby Dragon
Fireball Witch P.E.K.K.A Lumberjack Mega Knight
Witch
Baby Dragon P.E.K.K.A Lumberjack Mega Knight Skeleton King
P.E.K.K.A
Wizard Baby Dragon Witch Lumberjack
Lumberjack
Wizard Baby Dragon Witch P.E.K.K.A Mega Knight
Mega Knight
Fireball Wizard Baby Dragon Witch Lumberjack
Skeleton King
Fireball Witch

Defense Synergies 0 13

Fireball
Lumberjack Mega Knight
Wizard
P.E.K.K.A Lumberjack Mega Knight Skeleton King
Baby Dragon
Witch P.E.K.K.A Lumberjack Mega Knight Skeleton King
Witch
Baby Dragon Lumberjack Mega Knight
P.E.K.K.A
Wizard Baby Dragon
Lumberjack
Fireball Wizard Baby Dragon Witch
Mega Knight
Fireball Wizard Baby Dragon Witch
Skeleton King
Wizard Baby Dragon

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 Wizard Baby Dragon
P.E.K.K.A Lumberjack Witch Mega Knight
Witch P.E.K.K.A Lumberjack Mega Knight
Witch P.E.K.K.A Lumberjack Mega Knight Skeleton King
Fireball P.E.K.K.A Lumberjack Mega Knight
Fireball Baby Dragon Lumberjack Mega Knight
Fireball Wizard Baby Dragon Witch
Fireball Baby Dragon P.E.K.K.A Mega Knight
Witch P.E.K.K.A Lumberjack Skeleton King
Lumberjack Mega Knight
Witch Fireball Wizard Baby Dragon Lumberjack Mega Knight Skeleton King
Fireball Wizard Baby Dragon Witch
P.E.K.K.A Lumberjack Mega Knight Fireball Wizard Witch
Fireball Wizard Mega Knight Baby Dragon Witch P.E.K.K.A Lumberjack Skeleton King
P.E.K.K.A Lumberjack Mega Knight Skeleton King
Fireball P.E.K.K.A Lumberjack Mega Knight
Wizard Mega Knight Fireball Witch P.E.K.K.A Lumberjack
Fireball Mega Knight Wizard Baby Dragon Witch Lumberjack
Wizard Baby Dragon Witch Fireball Lumberjack Mega Knight
P.E.K.K.A Lumberjack
Wizard Mega Knight Fireball Baby Dragon Witch P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Fireball Witch P.E.K.K.A
Fireball Wizard Baby Dragon Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Witch
P.E.K.K.A Lumberjack Mega Knight Fireball
P.E.K.K.A Witch Lumberjack Mega Knight
Fireball Wizard Baby Dragon Witch
P.E.K.K.A Fireball Witch Lumberjack
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight Fireball Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Lumberjack
P.E.K.K.A Mega Knight Fireball
P.E.K.K.A Mega Knight Fireball Wizard Witch Lumberjack Skeleton King
Wizard Fireball Baby Dragon Witch Mega Knight
Witch Fireball Baby Dragon P.E.K.K.A Lumberjack Skeleton King
Mega Knight Fireball Wizard Baby Dragon Witch P.E.K.K.A 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 Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Wizard Baby Dragon Mega Knight
Fireball Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball Wizard
Fireball Lumberjack
Fireball Wizard
Fireball Wizard Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Mega Knight
Fireball
Fireball Wizard Baby Dragon Mega Knight
Fireball Wizard Baby Dragon Witch Mega Knight
Fireball Baby Dragon Mega Knight
Fireball Wizard
Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch Mega Knight
Witch
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Witch Mega Knight
Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Mega Knight
Fireball
P.E.K.K.A Mega Knight
Fireball Wizard
Fireball Witch
Fireball Wizard Baby Dragon Witch
Fireball
Fireball Wizard Baby Dragon Lumberjack Mega Knight
Fireball Wizard Baby Dragon Skeleton King
Fireball
P.E.K.K.A Mega Knight
Fireball Baby Dragon Witch Skeleton King
Fireball Witch
Fireball Baby Dragon Witch Mega Knight
P.E.K.K.A
Fireball Wizard Mega Knight

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