My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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 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!
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 Baby Dragon

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 Battle Ram Baby Dragon P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Battle Ram Royal Hogs

Damage spells

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

Rage

Punishments

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

Battle Ram Royal Hogs 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.

Battle Ram Royal Hogs Baby Dragon P.E.K.K.A 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.

Firecracker Royal Hogs

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
Battle Ram Royal Hogs Guards
Giant Snowball
Battle Ram Royal Hogs Guards Baby Dragon
Zap
Firecracker Battle Ram Royal Hogs Guards
Barbarian Barrel
Firecracker Battle Ram Royal Hogs Guards
The Log
Firecracker Battle Ram Royal Hogs Guards
Earthquake
Firecracker Royal Hogs Guards
Arrows
Firecracker Royal Hogs Guards
Royal Delivery
Firecracker Battle Ram Royal Hogs Guards Baby Dragon P.E.K.K.A
Fireball
Firecracker Battle Ram Royal Hogs Baby Dragon
Poison
Firecracker Royal Hogs Guards
Lightning
Battle Ram Baby Dragon
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon 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.

Battle Ram Rage Guards Baby Dragon P.E.K.K.A 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.

Rage Firecracker Guards Battle Ram Baby Dragon Royal Hogs P.E.K.K.A Mega Knight

Shortest cycle

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

12 Rage Firecracker Guards Battle Ram

Attack Synergies 0 12

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
Battle Ram Royal Hogs Baby Dragon P.E.K.K.A Mega Knight
Battle Ram
Firecracker Royal Hogs Baby Dragon P.E.K.K.A
Royal Hogs
Firecracker Battle Ram Guards Mega Knight
Rage
Guards
Royal Hogs
Baby Dragon
Firecracker Battle Ram P.E.K.K.A Mega Knight
P.E.K.K.A
Firecracker Battle Ram Baby Dragon
Mega Knight
Firecracker Royal Hogs Baby Dragon

Defense Synergies 0 7

Firecracker
Guards Baby Dragon P.E.K.K.A Mega Knight
Battle Ram
Royal Hogs
Rage
Guards
Firecracker Baby Dragon
Baby Dragon
Firecracker Guards P.E.K.K.A Mega Knight
P.E.K.K.A
Firecracker Baby Dragon
Mega Knight
Firecracker 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.

Firecracker Baby Dragon
P.E.K.K.A Firecracker Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Firecracker Guards Mega Knight
Firecracker P.E.K.K.A Mega Knight
Firecracker Guards Baby Dragon Mega Knight
Firecracker Baby Dragon
Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A
Guards Firecracker Mega Knight
Guards Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
P.E.K.K.A Mega Knight Guards
Mega Knight Firecracker Guards Baby Dragon P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Firecracker P.E.K.K.A
Mega Knight Firecracker Guards Baby Dragon
Baby Dragon Firecracker Guards Mega Knight
P.E.K.K.A
Mega Knight Firecracker Guards Baby Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Mega Knight P.E.K.K.A
Firecracker Baby Dragon Mega Knight
Guards P.E.K.K.A Mega Knight
Guards P.E.K.K.A Mega Knight
P.E.K.K.A Guards Mega Knight
Firecracker Baby Dragon
Guards P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Firecracker Baby Dragon
P.E.K.K.A Guards
P.E.K.K.A Mega Knight Guards
P.E.K.K.A Mega Knight Guards
P.E.K.K.A Mega Knight Guards
Firecracker Baby Dragon Mega Knight
Guards Firecracker Baby Dragon P.E.K.K.A
Mega Knight Firecracker Baby Dragon P.E.K.K.A

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.)

Firecracker Guards Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker Guards
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker
Guards
Firecracker
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Guards
Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Firecracker
Guards
Firecracker Baby Dragon
Firecracker Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker P.E.K.K.A Mega Knight
Firecracker Guards Baby Dragon
Firecracker
Firecracker Baby Dragon Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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