My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

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.

Firecracker Wizard P.E.K.K.A Electro Wizard Sparky 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.

Arrows

Punishments

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard 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.

Arrows 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Firecracker Electro Wizard Wizard Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

10 Mirror Arrows Firecracker Electro Wizard

Attack Synergies 4 11

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.

Arrows
Mirror P.E.K.K.A Sparky Mega Knight
Firecracker
Mirror P.E.K.K.A Sparky Mega Knight
Wizard
P.E.K.K.A Sparky Mega Knight
Mirror
Arrows Firecracker Sparky
P.E.K.K.A
Arrows Electro Wizard Firecracker Wizard
Electro Wizard
P.E.K.K.A Sparky Mega Knight
Sparky
Arrows Firecracker Wizard Mirror Electro Wizard
Mega Knight
Arrows Firecracker Wizard Electro Wizard

Defense Synergies 2 14

Arrows
Mirror Mega Knight P.E.K.K.A Sparky
Firecracker
Mirror P.E.K.K.A Electro Wizard Mega Knight
Wizard
P.E.K.K.A Electro Wizard Mega Knight
Mirror
Arrows Firecracker Electro Wizard Sparky Mega Knight
P.E.K.K.A
Arrows Firecracker Wizard Electro Wizard
Electro Wizard
Firecracker Wizard Mirror P.E.K.K.A Mega Knight
Sparky
Arrows Mirror
Mega Knight
Arrows Firecracker Wizard Mirror 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.

Firecracker Wizard Electro Wizard Sparky
P.E.K.K.A Sparky Firecracker Electro Wizard Mega Knight
P.E.K.K.A Sparky Mega Knight Electro Wizard
P.E.K.K.A Sparky Firecracker Electro Wizard Mega Knight
Arrows Firecracker P.E.K.K.A Sparky Mega Knight
Arrows Firecracker Electro Wizard Mega Knight
Electro Wizard Arrows Firecracker Wizard
Arrows P.E.K.K.A Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Firecracker Electro Wizard Sparky Mega Knight
Electro Wizard Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard Electro Wizard
P.E.K.K.A Sparky Mega Knight Wizard Electro Wizard
Wizard Sparky Mega Knight Arrows Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Sparky Mega Knight
Wizard Sparky Mega Knight Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Mega Knight Firecracker Wizard Electro Wizard
Arrows Wizard Firecracker Electro Wizard Mega Knight
P.E.K.K.A Sparky Electro Wizard
Wizard Mega Knight Arrows Firecracker P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Firecracker Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard Sparky
P.E.K.K.A Mega Knight Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Arrows Firecracker Wizard Electro Wizard
P.E.K.K.A Sparky Electro Wizard
P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Electro Wizard Mega Knight Firecracker Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Mega Knight Arrows Electro Wizard
P.E.K.K.A Mega Knight Wizard Sparky
Wizard Firecracker Sparky Mega Knight
Electro Wizard Sparky Firecracker P.E.K.K.A
Arrows Mega Knight Firecracker Wizard P.E.K.K.A Electro Wizard Sparky
Arrows 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.)

Arrows Firecracker Sparky
Arrows Firecracker Electro Wizard
Arrows Sparky
Arrows Firecracker Sparky
Wizard Arrows Firecracker Sparky Mega Knight
Arrows Firecracker Wizard
Arrows Firecracker Wizard Sparky
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Electro Wizard Sparky
Firecracker Arrows Wizard Electro Wizard Sparky
Arrows Firecracker Wizard
Firecracker Sparky
Arrows Firecracker
Arrows Firecracker Sparky
Arrows Firecracker Wizard Sparky
Arrows Firecracker Wizard Sparky Mega Knight
Arrows Sparky
Sparky
Arrows Firecracker Wizard Electro Wizard Sparky Mega Knight
Arrows Firecracker Wizard Mega Knight
Sparky Mega Knight
Arrows Wizard
Sparky
Arrows
Arrows Firecracker Wizard Sparky Mega Knight
Arrows Firecracker Wizard Electro Wizard Sparky
Arrows Wizard Sparky Mega Knight
Arrows Firecracker Sparky
Arrows Firecracker Wizard Electro Wizard Sparky
Electro Wizard Firecracker Wizard
Sparky
Arrows Wizard Sparky Mega Knight
Arrows Firecracker Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Arrows Firecracker Wizard Sparky
Electro Wizard
Arrows Firecracker Wizard Electro Wizard
Arrows
Firecracker Wizard Electro Wizard Sparky Mega Knight
Arrows Firecracker Wizard
Arrows Sparky
Firecracker P.E.K.K.A Sparky Mega Knight
Firecracker Electro Wizard Sparky
Firecracker Electro Wizard
Firecracker Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Firecracker Wizard Sparky Mega Knight

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