My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Mediocre

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 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!
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.

Battle Ram Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Rage Tornado

Punishments

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

Battle Ram 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.

Barbarians Battle Ram P.E.K.K.A Mega Knight

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
Battle Ram
Giant Snowball
Barbarians Battle Ram
Zap
Battle Ram
Barbarian Barrel
Barbarians Battle Ram Wizard
The Log
Barbarians Battle Ram
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Battle Ram Wizard P.E.K.K.A
Fireball
Barbarians Battle Ram Wizard
Poison
Barbarians Wizard
Lightning
Battle Ram Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado 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 Battle Ram Rage Tornado 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.

Rage Arrows Tornado Battle Ram Barbarians Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

12 Rage Arrows Tornado Battle Ram

Attack Synergies 3 8

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
P.E.K.K.A Battle Ram Mega Knight
Barbarians
Battle Ram
Arrows Tornado P.E.K.K.A
Wizard
Tornado Rage P.E.K.K.A Mega Knight
Rage
Wizard
Tornado
Wizard P.E.K.K.A Battle Ram Mega Knight
P.E.K.K.A
Arrows Tornado Battle Ram Wizard
Mega Knight
Arrows Wizard Tornado

Defense Synergies 3 6

Arrows
Mega Knight Barbarians Tornado P.E.K.K.A
Barbarians
Arrows
Battle Ram
Wizard
Tornado P.E.K.K.A Mega Knight
Rage
Tornado
Wizard P.E.K.K.A Arrows Mega Knight
P.E.K.K.A
Tornado Arrows Wizard
Mega Knight
Arrows Wizard Tornado

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
Barbarians P.E.K.K.A Mega Knight
Barbarians Tornado P.E.K.K.A Mega Knight
Barbarians P.E.K.K.A Mega Knight
Arrows Barbarians Tornado P.E.K.K.A Mega Knight
Arrows Tornado Mega Knight
Tornado Arrows Wizard
Arrows Barbarians P.E.K.K.A Mega Knight
Barbarians P.E.K.K.A Tornado
Tornado Barbarians Mega Knight
Barbarians Arrows Wizard Tornado Mega Knight
Arrows Wizard Tornado
Barbarians P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight Arrows Barbarians Tornado P.E.K.K.A
Barbarians P.E.K.K.A Mega Knight
Barbarians Tornado P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Arrows Tornado P.E.K.K.A
Arrows Mega Knight Barbarians Wizard Tornado
Arrows Wizard Tornado Barbarians Mega Knight
Barbarians P.E.K.K.A Tornado
Wizard Mega Knight Arrows 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 P.E.K.K.A
Arrows Wizard Mega Knight
Barbarians P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Barbarians Tornado
Barbarians P.E.K.K.A Mega Knight
Arrows Wizard Tornado
P.E.K.K.A Barbarians
P.E.K.K.A Mega Knight Barbarians
P.E.K.K.A Mega Knight Barbarians Tornado
P.E.K.K.A Barbarians
P.E.K.K.A Mega Knight Barbarians
P.E.K.K.A Mega Knight Arrows Barbarians Tornado
Barbarians P.E.K.K.A Mega Knight Wizard
Wizard Barbarians Mega Knight
Barbarians Tornado P.E.K.K.A
Arrows Mega Knight Barbarians Wizard P.E.K.K.A
Arrows

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
Arrows Tornado
Arrows
Arrows Barbarians
Wizard Arrows Mega Knight
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows Tornado
Arrows Wizard Mega Knight
Arrows Wizard Tornado Mega Knight
Mega Knight
Arrows Wizard Tornado
Tornado
Arrows Barbarians
Arrows Tornado Wizard Mega Knight
Arrows Wizard Tornado
Arrows Wizard Tornado Mega Knight
Arrows Tornado
Arrows Wizard Tornado
Wizard
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Barbarians
Arrows Wizard Tornado
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows Tornado
P.E.K.K.A Mega Knight
Tornado
Tornado
Tornado Mega Knight
P.E.K.K.A
Wizard Mega Knight

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