My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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!
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.

Wizard Witch Executioner Electro Wizard Magic Archer

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.

Wizard Witch Executioner P.E.K.K.A Electro Wizard Magic Archer 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.

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 Magic Archer 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 Wizard Magic Archer

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
Clone
Giant Snowball
Clone Witch
Zap
Clone Witch
Barbarian Barrel
Wizard Clone Witch Executioner Electro Wizard Magic Archer
The Log
Clone Witch
Earthquake
Clone Witch
Arrows
Clone Witch
Royal Delivery
Wizard Clone Witch Executioner P.E.K.K.A Electro Wizard Magic Archer
Fireball
Wizard Clone Witch Executioner Electro Wizard Magic Archer
Poison
Wizard Clone Witch Executioner Electro Wizard Magic Archer
Lightning
Wizard Witch Executioner Electro Wizard Magic Archer
Rocket
Wizard Witch Executioner Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Executioner Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner Magic Archer 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.

Clone Executioner 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.

Wizard Witch 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.

Clone Electro Wizard Magic Archer Wizard Witch Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

16 Clone Electro Wizard Magic Archer Wizard

Attack Synergies 2 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.

Wizard
P.E.K.K.A Mega Knight
Clone
Witch Electro Wizard Magic Archer
Witch
Clone P.E.K.K.A Mega Knight
Executioner
P.E.K.K.A Mega Knight
P.E.K.K.A
Electro Wizard Magic Archer Wizard Witch Executioner
Electro Wizard
P.E.K.K.A Clone Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Clone Electro Wizard Mega Knight
Mega Knight
Wizard Witch Executioner Electro Wizard Magic Archer

Defense Synergies 0 10

Wizard
P.E.K.K.A Electro Wizard Mega Knight
Clone
Witch
Electro Wizard Mega Knight
Executioner
Mega Knight
P.E.K.K.A
Wizard Electro Wizard
Electro Wizard
Wizard Witch P.E.K.K.A Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Wizard Witch Executioner Electro Wizard Magic Archer

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.

Wizard Executioner Electro Wizard Magic Archer
P.E.K.K.A Witch Executioner Electro Wizard Mega Knight
Witch P.E.K.K.A Mega Knight Executioner Electro Wizard
Witch P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Executioner Electro Wizard Magic Archer Mega Knight
Electro Wizard Wizard Witch Executioner Magic Archer
P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Witch P.E.K.K.A
Electro Wizard Mega Knight
Witch Executioner Electro Wizard Wizard Magic Archer Mega Knight
Executioner Wizard Witch Electro Wizard Magic Archer
P.E.K.K.A Mega Knight Wizard Witch Electro Wizard
Wizard Executioner Mega Knight Witch P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Witch Executioner P.E.K.K.A Electro Wizard
Mega Knight Wizard Witch Executioner Electro Wizard Magic Archer
Wizard Witch Executioner Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Electro Wizard
Wizard Mega Knight Witch Executioner 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.

Mega Knight Witch P.E.K.K.A Electro Wizard
Electro Wizard Wizard Executioner Magic Archer Mega Knight
P.E.K.K.A Mega Knight Witch Electro Wizard
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Witch Executioner Mega Knight
Wizard Executioner Witch Electro Wizard Magic Archer
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Witch Magic Archer
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Wizard Witch Executioner
Wizard Witch Executioner Magic Archer Mega Knight
Witch Electro Wizard Executioner P.E.K.K.A Magic Archer
Executioner Mega Knight Wizard Witch P.E.K.K.A Electro Wizard Magic Archer
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.)

Magic Archer
Executioner Electro Wizard Magic Archer
Magic Archer
Wizard Executioner Magic Archer Mega Knight
Wizard Executioner Witch Magic Archer
Wizard Witch Executioner Magic Archer
Wizard Executioner Magic Archer
Wizard
Electro Wizard
Wizard Electro Wizard Magic Archer
Wizard Executioner Magic Archer
Executioner Magic Archer
Magic Archer
Magic Archer
Wizard Witch Executioner Magic Archer
Magic Archer Wizard Executioner Mega Knight
Wizard Executioner Electro Wizard Magic Archer Mega Knight
Wizard Witch Magic Archer Mega Knight
Magic Archer Mega Knight
Wizard
Wizard Witch Executioner Magic Archer Mega Knight
Witch
Wizard Witch Executioner Electro Wizard Magic Archer
Wizard Witch Magic Archer Mega Knight
Magic Archer
Wizard Witch Executioner Electro Wizard Magic Archer
Electro Wizard Wizard Witch
Wizard Magic Archer Mega Knight
Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Wizard Magic Archer
Electro Wizard Witch Magic Archer
Wizard Witch Executioner Electro Wizard Magic Archer
Wizard Executioner Electro Wizard Magic Archer Mega Knight
Wizard Executioner Magic Archer
Executioner P.E.K.K.A Mega Knight
Witch Electro Wizard Magic Archer
Witch Executioner Electro Wizard Magic Archer
Witch Executioner Electro Wizard Magic Archer Mega Knight
P.E.K.K.A
Wizard Mega Knight

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