My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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 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.

Goblin Gang Firecracker Wizard Inferno 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 Wizard P.E.K.K.A Inferno Dragon 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.

Rage

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.

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

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Rage P.E.K.K.A Inferno Dragon 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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Goblin Gang Firecracker Inferno Dragon Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Mirror Rage Goblin Gang Firecracker

Attack Synergies 1 10

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.

Goblin Gang
Firecracker Mirror P.E.K.K.A
Firecracker
Goblin Gang Mirror P.E.K.K.A Inferno Dragon Mega Knight
Wizard
Rage P.E.K.K.A Mega Knight
Mirror
Goblin Gang Firecracker
Rage
Wizard
P.E.K.K.A
Goblin Gang Firecracker Wizard
Inferno Dragon
Mega Knight Firecracker
Mega Knight
Inferno Dragon Firecracker Wizard

Defense Synergies 0 12

Goblin Gang
Firecracker Mirror P.E.K.K.A Inferno Dragon
Firecracker
Goblin Gang Mirror P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Mirror
Goblin Gang Firecracker Inferno Dragon Mega Knight
Rage
P.E.K.K.A
Goblin Gang Firecracker Wizard
Inferno Dragon
Goblin Gang Mirror Mega Knight
Mega Knight
Firecracker Wizard Mirror Inferno 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 Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Firecracker Mega Knight
Goblin Gang P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Inferno Dragon Goblin Gang Firecracker Mega Knight
Firecracker P.E.K.K.A Mega Knight
Goblin Gang Firecracker Mega Knight
Inferno Dragon Goblin Gang Firecracker Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Inferno Dragon Goblin Gang
Goblin Gang Firecracker Mega Knight
Goblin Gang Firecracker Wizard Mega Knight
Inferno Dragon Goblin Gang Firecracker Wizard
P.E.K.K.A Mega Knight Goblin Gang Wizard
Wizard Mega Knight Goblin Gang Firecracker P.E.K.K.A
P.E.K.K.A Inferno Dragon Goblin Gang Mega Knight
Goblin Gang P.E.K.K.A Inferno Dragon Mega Knight
Wizard Mega Knight Goblin Gang Firecracker P.E.K.K.A
Mega Knight Goblin Gang Firecracker Wizard
Wizard Firecracker Inferno Dragon Mega Knight
P.E.K.K.A Inferno Dragon
Goblin Gang Wizard Mega Knight Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Mega Knight P.E.K.K.A
Goblin Gang Firecracker Wizard Inferno Dragon Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
Goblin Gang P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Gang Inferno Dragon Mega Knight
Firecracker Wizard Goblin Gang
Goblin Gang P.E.K.K.A
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Mega Knight Firecracker Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Goblin Gang Wizard
Wizard Firecracker Mega Knight
Goblin Gang Firecracker P.E.K.K.A Inferno Dragon
Mega Knight Firecracker Wizard P.E.K.K.A Inferno Dragon

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
Firecracker
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Goblin Gang
Firecracker Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard Mega Knight
Firecracker Wizard Mega Knight
Mega Knight
Wizard
Firecracker Wizard Mega Knight
Inferno Dragon
Firecracker Wizard
Wizard Mega Knight
Firecracker
Firecracker Wizard
Firecracker Wizard
Wizard Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard
Goblin Gang
Firecracker Wizard
Goblin Gang Firecracker Wizard Mega Knight
Firecracker Wizard
Firecracker P.E.K.K.A Mega Knight
Goblin Gang Firecracker
Firecracker
Firecracker Mega Knight
P.E.K.K.A Inferno Dragon
Firecracker Wizard Mega Knight

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