My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Skeletons Battle Ram Dark Prince Witch P.E.K.K.A Sparky Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Freeze

Punishments

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

Battle Ram Dark 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.

Battle Ram Dark Prince 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.

Dark Prince

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
Skeletons Battle Ram Dark Prince Sparky
Giant Snowball
Skeletons Battle Ram Witch
Zap
Skeletons Battle Ram Dark Prince Witch Sparky
Barbarian Barrel
Skeletons Battle Ram Dark Prince Witch Sparky
The Log
Skeletons Battle Ram Dark Prince Witch Sparky
Earthquake
Skeletons Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Battle Ram Dark Prince Witch P.E.K.K.A Sparky
Fireball
Battle Ram Witch Sparky
Poison
Witch Sparky
Lightning
Battle Ram Dark Prince Witch Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Freeze 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.

Battle Ram Dark Prince Freeze P.E.K.K.A Sparky Mega Knight

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.

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.

Skeletons Battle Ram Dark Prince Freeze Witch Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

13 Skeletons Battle Ram Dark Prince Freeze

Attack Synergies 0 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.

Skeletons
Battle Ram
Freeze Witch P.E.K.K.A
Dark Prince
Witch Sparky
Freeze
Battle Ram
Witch
Battle Ram Dark Prince P.E.K.K.A Mega Knight
P.E.K.K.A
Battle Ram Witch
Sparky
Dark Prince
Mega Knight
Witch

Defense Synergies 0 8

Skeletons
Dark Prince Witch P.E.K.K.A Sparky
Battle Ram
Dark Prince
Skeletons Witch
Freeze
Sparky Mega Knight
Witch
Skeletons Dark Prince Mega Knight
P.E.K.K.A
Skeletons
Sparky
Skeletons Freeze
Mega Knight
Freeze Witch

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.

Sparky
P.E.K.K.A Sparky Skeletons Dark Prince Witch Mega Knight
Witch P.E.K.K.A Sparky Mega Knight Skeletons Dark Prince Freeze
Witch P.E.K.K.A Sparky Skeletons Dark Prince Mega Knight
Dark Prince P.E.K.K.A Sparky Mega Knight
Freeze Skeletons Dark Prince Mega Knight
Freeze Witch
P.E.K.K.A Sparky Mega Knight
Witch P.E.K.K.A Sparky Skeletons
Skeletons Dark Prince Sparky Mega Knight
Witch Skeletons Dark Prince Freeze Mega Knight
Witch
P.E.K.K.A Sparky Mega Knight Skeletons Dark Prince Freeze Witch
Sparky Mega Knight Dark Prince Freeze Witch P.E.K.K.A
P.E.K.K.A Sparky Mega Knight
Freeze P.E.K.K.A Sparky Mega Knight
Sparky Mega Knight Skeletons Dark Prince Witch P.E.K.K.A
Mega Knight Dark Prince Witch
Freeze Witch Dark Prince Mega Knight
P.E.K.K.A Sparky
Dark Prince Mega Knight Witch P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mega Knight Skeletons Dark Prince Witch P.E.K.K.A Sparky
Mega Knight
P.E.K.K.A Mega Knight Skeletons Dark Prince Witch Sparky
Dark Prince P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Skeletons Dark Prince Witch Sparky Mega Knight
Skeletons Freeze Witch
Dark Prince P.E.K.K.A Sparky Skeletons Witch
P.E.K.K.A Mega Knight Dark Prince Sparky
Freeze P.E.K.K.A Mega Knight Skeletons Dark Prince Witch Sparky
Witch P.E.K.K.A Skeletons Sparky
P.E.K.K.A Mega Knight Dark Prince Witch Sparky
P.E.K.K.A Mega Knight Dark Prince
Dark Prince P.E.K.K.A Mega Knight Skeletons Witch Sparky
Witch Sparky Mega Knight
Witch Sparky Skeletons Dark Prince Freeze P.E.K.K.A
Mega Knight Dark Prince Freeze Witch P.E.K.K.A 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.)

Freeze Sparky
Sparky
Dark Prince Freeze Sparky
Dark Prince Sparky Mega Knight
Freeze Witch
Witch Sparky
Freeze
Sparky
Dark Prince Sparky
Sparky
Freeze
Sparky
Witch Sparky
Sparky Mega Knight
Freeze Sparky
Sparky
Dark Prince Sparky Mega Knight
Witch Mega Knight
Sparky Mega Knight
Sparky
Freeze Dark Prince Witch Sparky Mega Knight
Witch
Witch Sparky
Witch Sparky Mega Knight
Sparky
Witch Sparky
Freeze Witch
Sparky
Sparky Mega Knight
Freeze Sparky
P.E.K.K.A Sparky Mega Knight
Sparky
Dark Prince Freeze Witch
Witch
Freeze
Dark Prince Sparky Mega Knight
Sparky
Dark Prince P.E.K.K.A Sparky Mega Knight
Freeze Witch Sparky
Witch
Dark Prince Freeze Witch Sparky Mega Knight
P.E.K.K.A Sparky
Sparky Mega Knight

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