My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 Ram Rider

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 Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Ram Rider

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.

Elite Barbarians Mini P.E.K.K.A Ram Rider 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.

Elite Barbarians Mini P.E.K.K.A Ram Rider 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.

Elite Barbarians Mini P.E.K.K.A Ram Rider

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
Elite Barbarians Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Witch Ram Rider
Zap
Skeleton Army Witch Ram Rider
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Witch
The Log
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch Ram Rider
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Wizard Skeleton Army Witch Ram Rider
Fireball
Elite Barbarians Wizard Skeleton Army Witch Ram Rider
Poison
Wizard Skeleton Army Witch
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Witch Ram Rider Goblinstein
Rocket
Elite Barbarians Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mini P.E.K.K.A Skeleton Army Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Skeleton Army

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

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.

Skeleton Army Mini P.E.K.K.A Wizard Witch Ram Rider Goblinstein Elite Barbarians Mega Knight

Shortest cycle

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

17 Skeleton Army Mini P.E.K.K.A Wizard Witch

Attack Synergies 0 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.

Elite Barbarians
Wizard Mega Knight
Mini P.E.K.K.A
Wizard Ram Rider Mega Knight
Wizard
Elite Barbarians Mini P.E.K.K.A Ram Rider Mega Knight
Skeleton Army
Witch
Ram Rider Mega Knight
Ram Rider
Mini P.E.K.K.A Wizard Witch Mega Knight
Mega Knight
Elite Barbarians Mini P.E.K.K.A Wizard Witch Ram Rider
Goblinstein

Defense Synergies 0 10

Elite Barbarians
Mini P.E.K.K.A Wizard Mega Knight
Mini P.E.K.K.A
Elite Barbarians Wizard Skeleton Army Witch Ram Rider
Wizard
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army
Mini P.E.K.K.A Wizard
Witch
Mini P.E.K.K.A Mega Knight
Ram Rider
Mini P.E.K.K.A
Mega Knight
Elite Barbarians Wizard Witch
Goblinstein

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 Ram Rider
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch Ram Rider Mega Knight
Mini P.E.K.K.A Skeleton Army Witch Ram Rider Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch Ram Rider Mega Knight
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Mega Knight
Ram Rider Wizard Witch
Ram Rider Mega Knight
Mini P.E.K.K.A Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mini P.E.K.K.A Mega Knight
Skeleton Army Witch Wizard Ram Rider Mega Knight
Wizard Witch Ram Rider
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians Wizard Witch Ram Rider
Wizard Skeleton Army Mega Knight Mini P.E.K.K.A Witch
Elite Barbarians Mini P.E.K.K.A Skeleton Army Ram Rider Mega Knight
Skeleton Army Elite Barbarians Mini P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch
Mega Knight Elite Barbarians Wizard Skeleton Army Witch Ram Rider
Wizard Witch Ram Rider Mega Knight
Mini P.E.K.K.A Elite Barbarians Ram Rider
Wizard Skeleton Army Mega Knight Elite Barbarians Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians Witch
Elite Barbarians Mini P.E.K.K.A Wizard Mega Knight
Skeleton Army Mega Knight Elite Barbarians Mini P.E.K.K.A Witch Ram Rider
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians Ram Rider
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch Ram Rider Mega Knight
Wizard Witch Ram Rider
Mini P.E.K.K.A Skeleton Army Elite Barbarians Witch Ram Rider
Mini P.E.K.K.A Mega Knight Elite Barbarians Skeleton Army
Mega Knight Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch
Witch Skeleton Army
Mega Knight Elite Barbarians Mini P.E.K.K.A Witch
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Witch Ram Rider
Wizard Skeleton Army Witch Mega Knight
Elite Barbarians Skeleton Army Witch Mini P.E.K.K.A
Mega Knight Elite Barbarians Mini P.E.K.K.A Wizard Witch

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.)

Ram Rider
Wizard Mega Knight
Wizard Witch Ram Rider
Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Elite Barbarians Mini P.E.K.K.A
Wizard Ram Rider
Wizard
Elite Barbarians
Elite Barbarians
Wizard Witch
Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Mega Knight
Wizard Witch Mega Knight
Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch Ram Rider
Wizard Witch Ram Rider Mega Knight
Elite Barbarians Wizard Witch
Wizard Witch
Elite Barbarians Mini P.E.K.K.A
Wizard Mega Knight
Mega Knight
Wizard
Skeleton Army Witch
Wizard Witch Ram Rider
Mini P.E.K.K.A Wizard Mega Knight
Wizard
Elite Barbarians Mega Knight
Elite Barbarians Witch
Witch
Witch Mega Knight
Wizard Mega Knight

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