My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro 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.

Knight Giant Witch Electro 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.

Giant

Damage spells

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

Goblin Curse Rage

Punishments

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

Giant 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.

Knight Giant 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.

Electro Dragon

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
Giant Goblin Curse
Giant Snowball
Goblin Curse Witch Electro Dragon
Zap
Goblin Curse Witch
Barbarian Barrel
Knight Goblin Curse Witch
The Log
Goblin Curse Witch
Earthquake
Witch
Arrows
Goblin Curse Witch
Royal Delivery
Knight Witch Electro Dragon P.E.K.K.A
Fireball
Witch Electro Dragon
Poison
Goblin Curse Witch Electro Dragon
Lightning
Knight Witch Electro Dragon
Rocket
Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro 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.

Knight Goblin Curse Rage P.E.K.K.A 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.

Goblin Curse Rage Knight Giant Witch Electro Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

12 Goblin Curse Rage Knight Giant

Attack Synergies 3 8

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.

Knight
Witch Electro Dragon
Giant
Rage Electro Dragon Witch
Goblin Curse
Rage
Giant Witch Electro Dragon
Witch
Rage Knight Giant P.E.K.K.A Mega Knight
Electro Dragon
Giant Knight Rage P.E.K.K.A Mega Knight
P.E.K.K.A
Witch Electro Dragon
Mega Knight
Witch Electro Dragon

Defense Synergies 1 3

Knight
Electro Dragon Witch
Giant
Goblin Curse
Rage
Witch
Knight Electro Dragon Mega Knight
Electro Dragon
Knight Witch
P.E.K.K.A
Mega Knight
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.

Knight Electro Dragon
P.E.K.K.A Knight Goblin Curse Witch Electro Dragon Mega Knight
Witch P.E.K.K.A Mega Knight Knight Goblin Curse Electro Dragon
Witch P.E.K.K.A Knight Goblin Curse Electro Dragon Mega Knight
P.E.K.K.A Mega Knight
Electro Dragon Mega Knight
Goblin Curse Witch Electro Dragon
Electro Dragon P.E.K.K.A Mega Knight
Witch P.E.K.K.A Goblin Curse
Knight Mega Knight
Goblin Curse Witch Knight Electro Dragon Mega Knight
Goblin Curse Witch Electro Dragon
P.E.K.K.A Mega Knight Knight Goblin Curse Witch Electro Dragon
Mega Knight Goblin Curse Witch Electro Dragon P.E.K.K.A
P.E.K.K.A Knight Goblin Curse Mega Knight
Goblin Curse P.E.K.K.A Mega Knight
Mega Knight Knight Witch Electro Dragon P.E.K.K.A
Mega Knight Knight Witch Electro Dragon
Witch Knight Goblin Curse Electro Dragon Mega Knight
P.E.K.K.A Goblin Curse
Mega Knight Knight Goblin Curse Witch Electro 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.

Knight Mega Knight Witch P.E.K.K.A
Knight Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Knight Witch Electro Dragon
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Knight Goblin Curse Witch Mega Knight
Goblin Curse Witch Electro Dragon
P.E.K.K.A Knight Witch
P.E.K.K.A Mega Knight Knight Goblin Curse
Electro Dragon P.E.K.K.A Mega Knight Knight Witch
Witch P.E.K.K.A Goblin Curse
P.E.K.K.A Mega Knight Knight Witch Electro Dragon
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Knight Goblin Curse Witch
Goblin Curse Witch Electro Dragon Mega Knight
Witch Electro Dragon Knight P.E.K.K.A
Mega Knight Goblin Curse Witch Electro 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.)

Knight Electro Dragon
Goblin Curse Electro Dragon
Electro Dragon
Knight
Goblin Curse Mega Knight
Goblin Curse Witch Electro Dragon
Witch
Goblin Curse Electro Dragon
Electro Dragon
Electro Dragon
Knight Electro Dragon
Goblin Curse Electro Dragon
Knight
Electro Dragon
Witch Electro Dragon
Electro Dragon Mega Knight
Electro Dragon Mega Knight
Goblin Curse Witch Electro Dragon Mega Knight
Mega Knight
Electro Dragon
Goblin Curse Witch Electro Dragon Mega Knight
Witch
Witch Electro Dragon
Witch Electro Dragon Mega Knight
Goblin Curse
Goblin Curse Witch Electro Dragon
Electro Dragon Witch
Electro Dragon Mega Knight
Electro Dragon
P.E.K.K.A Mega Knight
Goblin Curse
Witch Electro Dragon
Goblin Curse Witch Electro Dragon
Knight Electro Dragon Mega Knight
Electro Dragon
Electro Dragon P.E.K.K.A Mega Knight
Electro Dragon Witch
Witch Electro Dragon
Electro Dragon Witch Mega Knight
P.E.K.K.A
Electro Dragon Mega Knight

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