My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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.

Elixir Golem Wizard Elixir Collector P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Elixir Golem

Damage spells

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

Rocket Void

Punishments

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

Elixir Golem

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket Elixir Collector Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem P.E.K.K.A

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
Elixir Golem Clone
Giant Snowball
Clone
Zap
Clone
Barbarian Barrel
Elixir Golem Wizard Clone
The Log
Elixir Golem Clone
Earthquake
Elixir Golem Elixir Collector Clone
Arrows
Clone
Royal Delivery
Elixir Golem Wizard Clone P.E.K.K.A
Fireball
Elixir Golem Wizard Elixir Collector Clone
Poison
Elixir Golem Wizard Elixir Collector Clone
Lightning
Wizard Elixir Collector
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Elixir Golem Rocket Elixir Collector Clone P.E.K.K.A

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

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 Elixir Golem Clone Void Wizard Rocket Elixir Collector P.E.K.K.A

Shortest cycle

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

9 Mirror Elixir Golem Clone Void

Attack Synergies 0 4

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.

Elixir Golem
Wizard Mirror
Wizard
Elixir Golem P.E.K.K.A
Rocket
Mirror
Elixir Collector
Mirror
Elixir Golem Rocket
Clone
Void
P.E.K.K.A
Wizard

Defense Synergies 0 1

Elixir Golem
Wizard
P.E.K.K.A
Rocket
Elixir Collector
Mirror
Clone
Void
P.E.K.K.A
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.

Rocket Wizard Void
P.E.K.K.A
Rocket P.E.K.K.A Void
P.E.K.K.A
Rocket P.E.K.K.A
Rocket Wizard Void
Rocket Void P.E.K.K.A
P.E.K.K.A
Wizard
Wizard
P.E.K.K.A Wizard Rocket
Wizard Rocket P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A
Wizard P.E.K.K.A
Wizard
Wizard
P.E.K.K.A
Wizard P.E.K.K.A

Counters to secondary win conditions

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

Void P.E.K.K.A
Void Wizard Rocket
P.E.K.K.A Rocket
Rocket P.E.K.K.A
P.E.K.K.A
Wizard Rocket
Rocket P.E.K.K.A Void
P.E.K.K.A
Rocket Void P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A Void
Rocket P.E.K.K.A Wizard
Wizard
Rocket P.E.K.K.A
Wizard P.E.K.K.A
Void

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.)

Void Rocket
Void
Rocket Void
Rocket Void
Wizard Rocket
Wizard Rocket
Wizard
Wizard
Void Wizard
Rocket Void
Rocket Void Wizard
Void Wizard Rocket
Rocket Void
Rocket Void
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Void Wizard
Rocket Wizard Void
Rocket Void
Rocket Wizard Void
Rocket Void
Rocket Void
Wizard
Void Wizard
Void Wizard
Rocket Void
Wizard Void
Rocket Wizard Void
Void
Void Wizard Rocket
Rocket Void
P.E.K.K.A
Rocket Wizard
Rocket Void
Rocket Wizard
Void Wizard Rocket
Wizard
Rocket Void
P.E.K.K.A
Rocket
Rocket Void
Void Rocket
P.E.K.K.A
Wizard Rocket Void
Void

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