My Best Clash Royale Deck

Deck Check Rating

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

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 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 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:

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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!
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.

Archers Inferno Tower Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Wizard P.E.K.K.A 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.

Rocket

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.

Rocket

Dropped at the bridge

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

Barbarians 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.

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
Archers
Giant Snowball
Archers Barbarians
Zap
Archers Inferno Tower
Barbarian Barrel
Archers Barbarians Inferno Tower Wizard Magic Archer
The Log
Archers Barbarians
Earthquake
Archers Barbarians Inferno Tower
Arrows
Archers
Royal Delivery
Archers Barbarians Wizard P.E.K.K.A Magic Archer
Fireball
Archers Barbarians Inferno Tower Wizard Magic Archer
Poison
Archers Barbarians Inferno Tower Wizard Magic Archer
Lightning
Inferno Tower Wizard Magic Archer
Rocket
Barbarians Inferno Tower Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket 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.

Inferno Tower Rocket 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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Magic Archer Barbarians Inferno Tower Wizard Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

17 Archers Magic Archer Barbarians Inferno Tower

Attack Synergies 1 5

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.

Archers
P.E.K.K.A Mega Knight
Barbarians
Inferno Tower
Wizard
P.E.K.K.A Mega Knight
Rocket
P.E.K.K.A
Magic Archer Archers Wizard
Magic Archer
P.E.K.K.A Mega Knight
Mega Knight
Archers Wizard Magic Archer

Defense Synergies 0 7

Archers
Inferno Tower P.E.K.K.A Mega Knight
Barbarians
Inferno Tower
Archers Mega Knight
Wizard
P.E.K.K.A Mega Knight
Rocket
P.E.K.K.A
Archers Wizard
Magic Archer
Mega Knight
Mega Knight
Archers Inferno Tower 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.

Rocket Inferno Tower Wizard Magic Archer
Barbarians Inferno Tower P.E.K.K.A Mega Knight
Barbarians Inferno Tower Rocket P.E.K.K.A Mega Knight Archers
Barbarians Inferno Tower P.E.K.K.A Mega Knight
Barbarians Rocket P.E.K.K.A Mega Knight
Archers Magic Archer Mega Knight
Inferno Tower Rocket Archers Wizard Magic Archer
Rocket Barbarians Inferno Tower P.E.K.K.A Magic Archer Mega Knight
Barbarians Inferno Tower P.E.K.K.A
Archers Barbarians Inferno Tower Mega Knight
Archers Barbarians Wizard Magic Archer Mega Knight
Inferno Tower Archers Wizard Magic Archer
Barbarians Inferno Tower P.E.K.K.A Mega Knight Wizard Rocket
Wizard Rocket Mega Knight Barbarians P.E.K.K.A Magic Archer
Barbarians Inferno Tower P.E.K.K.A Mega Knight
Barbarians Inferno Tower Rocket P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Inferno Tower P.E.K.K.A
Mega Knight Archers Barbarians Wizard Magic Archer
Wizard Archers Barbarians Magic Archer Mega Knight
Barbarians P.E.K.K.A Inferno Tower
Wizard Mega Knight Archers Barbarians P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mega Knight Archers Inferno Tower P.E.K.K.A
Archers Wizard Rocket Magic Archer Mega Knight
Barbarians P.E.K.K.A Mega Knight Inferno Tower Rocket
Rocket P.E.K.K.A Mega Knight Barbarians Inferno Tower
Barbarians Inferno Tower P.E.K.K.A Mega Knight
Wizard Rocket Archers Magic Archer
Rocket P.E.K.K.A Archers Barbarians Inferno Tower
Inferno Tower P.E.K.K.A Mega Knight Barbarians
Rocket P.E.K.K.A Mega Knight Barbarians Inferno Tower Magic Archer
Inferno Tower P.E.K.K.A Barbarians
P.E.K.K.A Mega Knight Barbarians Inferno Tower
Rocket P.E.K.K.A Mega Knight Barbarians
Barbarians Rocket P.E.K.K.A Mega Knight Inferno Tower Wizard
Wizard Archers Barbarians Magic Archer Mega Knight
Barbarians Inferno Tower Archers Rocket P.E.K.K.A Magic Archer
Mega Knight Archers Barbarians Inferno Tower Wizard P.E.K.K.A Magic Archer
Inferno Tower

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 Rocket
Magic Archer
Rocket Magic Archer
Barbarians Rocket
Wizard Rocket Magic Archer Mega Knight
Wizard Rocket Magic Archer
Archers Wizard Magic Archer
Wizard Magic Archer
Wizard
Rocket
Rocket Wizard Magic Archer
Archers Wizard Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Magic Archer
Rocket Wizard Magic Archer
Magic Archer Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Archers Wizard Magic Archer Mega Knight
Rocket Wizard Magic Archer Mega Knight
Rocket Magic Archer Mega Knight
Rocket Wizard
Rocket
Rocket Barbarians
Wizard Magic Archer Mega Knight
Wizard Magic Archer
Wizard Magic Archer Mega Knight
Rocket Magic Archer
Archers Wizard Magic Archer
Rocket Wizard
Wizard Rocket Magic Archer Mega Knight
Rocket Magic Archer
P.E.K.K.A Mega Knight
Rocket Wizard Magic Archer
Archers Barbarians Rocket Magic Archer
Rocket Archers Wizard Magic Archer
Wizard Rocket Magic Archer Mega Knight
Wizard Magic Archer
Rocket
P.E.K.K.A Mega Knight
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer Mega Knight
P.E.K.K.A
Wizard Rocket Mega Knight

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