My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker Wizard Electro Wizard

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.

Bomber Knight Firecracker Wizard P.E.K.K.A Electro Wizard Mega Knight

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.

Goblin Gang 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 Goblin Gang 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 Electro Wizard

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
Bomber Goblin Gang
Giant Snowball
Bomber Goblin Gang
Zap
Bomber Goblin Gang Firecracker
Barbarian Barrel
Bomber Knight Goblin Gang Firecracker Wizard Electro Wizard
The Log
Bomber Goblin Gang Firecracker
Earthquake
Bomber Goblin Gang Firecracker
Arrows
Bomber Goblin Gang Firecracker
Royal Delivery
Bomber Knight Goblin Gang Firecracker Wizard P.E.K.K.A Electro Wizard
Fireball
Bomber Goblin Gang Firecracker Wizard Electro Wizard
Poison
Bomber Goblin Gang Firecracker Wizard Electro Wizard
Lightning
Knight Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Wizard 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 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.

Goblin Gang Wizard Electro Wizard

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bomber Knight Goblin Gang Firecracker Electro Wizard Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bomber Knight Goblin Gang Firecracker

Attack Synergies 3 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.

Bomber
Knight P.E.K.K.A Mega Knight
Knight
Goblin Gang Firecracker Bomber Wizard Electro Wizard
Goblin Gang
Knight Firecracker P.E.K.K.A
Firecracker
Knight Goblin Gang P.E.K.K.A Mega Knight
Wizard
Knight P.E.K.K.A Mega Knight
P.E.K.K.A
Electro Wizard Bomber Goblin Gang Firecracker Wizard
Electro Wizard
P.E.K.K.A Knight Mega Knight
Mega Knight
Bomber Firecracker Wizard Electro Wizard

Defense Synergies 4 14

Bomber
Knight P.E.K.K.A Electro Wizard
Knight
Bomber Goblin Gang Firecracker Electro Wizard Wizard
Goblin Gang
Knight Firecracker P.E.K.K.A Electro Wizard
Firecracker
Knight Goblin Gang P.E.K.K.A Electro Wizard Mega Knight
Wizard
Knight P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Bomber Goblin Gang Firecracker Wizard Electro Wizard
Electro Wizard
Knight Bomber Goblin Gang Firecracker Wizard P.E.K.K.A Mega Knight
Mega Knight
Firecracker Wizard Electro Wizard

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.

Bomber Knight Firecracker Wizard Electro Wizard
P.E.K.K.A Knight Goblin Gang Firecracker Electro Wizard Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Bomber Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang Firecracker Electro Wizard Mega Knight
Bomber Firecracker P.E.K.K.A Mega Knight
Goblin Gang Bomber Firecracker Electro Wizard Mega Knight
Electro Wizard Goblin Gang Firecracker Wizard
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Goblin Gang
Knight Goblin Gang Bomber Firecracker Electro Wizard Mega Knight
Goblin Gang Electro Wizard Bomber Knight Firecracker Wizard Mega Knight
Goblin Gang Firecracker Wizard Electro Wizard
P.E.K.K.A Mega Knight Bomber Knight Goblin Gang Wizard Electro Wizard
Bomber Wizard Mega Knight Goblin Gang Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Goblin Gang Electro Wizard Mega Knight
Goblin Gang P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Bomber Knight Goblin Gang Firecracker P.E.K.K.A Electro Wizard
Mega Knight Bomber Knight Goblin Gang Firecracker Wizard Electro Wizard
Wizard Bomber Knight Firecracker Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Bomber Goblin Gang Wizard Mega Knight Knight Firecracker P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Goblin Gang Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Bomber Knight Goblin Gang Firecracker Wizard Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Knight Electro Wizard
Goblin Gang P.E.K.K.A Mega Knight Knight Electro Wizard
P.E.K.K.A Knight Goblin Gang Mega Knight
Firecracker Wizard Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Electro Wizard Mega Knight Knight Firecracker
P.E.K.K.A Goblin Gang
P.E.K.K.A Mega Knight Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Knight Goblin Gang Wizard
Wizard Bomber Firecracker Mega Knight
Goblin Gang Electro Wizard Bomber Knight Firecracker P.E.K.K.A
Mega Knight Bomber Firecracker Wizard P.E.K.K.A Electro Wizard
Bomber Electro Wizard

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 Firecracker
Firecracker Electro Wizard
Knight Firecracker
Bomber Wizard Firecracker Mega Knight
Firecracker Wizard
Bomber Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Goblin Gang Electro Wizard
Firecracker Knight Wizard Electro Wizard
Firecracker Wizard
Knight Firecracker
Firecracker
Firecracker
Bomber Firecracker Wizard
Firecracker Wizard Mega Knight
Bomber
Bomber Firecracker Wizard Electro Wizard Mega Knight
Bomber Firecracker Wizard Mega Knight
Mega Knight
Wizard
Firecracker Bomber Wizard Mega Knight
Firecracker Wizard Electro Wizard
Wizard Mega Knight
Firecracker
Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard
Bomber Wizard Mega Knight
Firecracker Electro Wizard
P.E.K.K.A Mega Knight
Firecracker Wizard
Electro Wizard Goblin Gang
Firecracker Wizard Electro Wizard
Knight Goblin Gang Firecracker Wizard Electro Wizard Mega Knight
Bomber Firecracker Wizard
Firecracker P.E.K.K.A Mega Knight
Goblin Gang Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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