My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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 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.

Firecracker Baby Dragon Electro Wizard

Defensive buildings

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

Cannon Mortar

Investments

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

Firecracker Baby Dragon P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows

Punishments

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

Mortar 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.

Mortar Baby Dragon P.E.K.K.A 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.

Firecracker Electro Wizard

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
Giant Snowball
Cannon Baby Dragon
Zap
Cannon Firecracker Mortar
Barbarian Barrel
Cannon Firecracker Mortar Electro Wizard
The Log
Cannon Firecracker
Earthquake
Cannon Firecracker Mortar
Arrows
Firecracker
Royal Delivery
Firecracker Baby Dragon P.E.K.K.A Electro Wizard
Fireball
Cannon Firecracker Mortar Baby Dragon Electro Wizard
Poison
Cannon Firecracker Mortar Electro Wizard
Lightning
Cannon Mortar Baby Dragon Electro Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mortar Baby Dragon 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 Baby Dragon 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Cannon Firecracker Mortar Baby Dragon Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

13 Arrows Cannon Firecracker Mortar

Attack Synergies 2 11

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 Mortar Mega Knight
Cannon
Firecracker
Mortar Baby Dragon P.E.K.K.A Mega Knight
Mortar
Arrows Firecracker Baby Dragon
Baby Dragon
Firecracker Mortar P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Arrows Electro Wizard Firecracker Baby Dragon
Electro Wizard
P.E.K.K.A Baby Dragon Mega Knight
Mega Knight
Arrows Firecracker Baby Dragon Electro Wizard

Defense Synergies 1 17

Arrows
Mega Knight Cannon Mortar P.E.K.K.A
Cannon
Arrows Firecracker Baby Dragon Electro Wizard
Firecracker
Cannon Mortar Baby Dragon P.E.K.K.A Electro Wizard Mega Knight
Mortar
Arrows Firecracker Baby Dragon Electro Wizard
Baby Dragon
Cannon Firecracker Mortar P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Firecracker Baby Dragon Electro Wizard
Electro Wizard
Cannon Firecracker Mortar P.E.K.K.A Mega Knight
Mega Knight
Arrows Firecracker Baby Dragon Electro 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.

Cannon Firecracker Mortar Baby Dragon Electro Wizard
P.E.K.K.A Cannon Firecracker Mortar Electro Wizard Mega Knight
Cannon Mortar P.E.K.K.A Mega Knight Electro Wizard
Cannon P.E.K.K.A Firecracker Mortar Electro Wizard Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Cannon Firecracker Baby Dragon Electro Wizard Mega Knight
Electro Wizard Arrows Cannon Firecracker Mortar Baby Dragon
Arrows Cannon Baby Dragon P.E.K.K.A Electro Wizard Mega Knight
Cannon P.E.K.K.A Mortar
Cannon Firecracker Electro Wizard Mega Knight
Electro Wizard Arrows Cannon Firecracker Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon Electro Wizard
Cannon Mortar P.E.K.K.A Mega Knight Electro Wizard
Mega Knight Arrows Cannon Firecracker Mortar Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon Mortar Electro Wizard Mega Knight
Cannon Mortar P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows Cannon Firecracker Mortar P.E.K.K.A Electro Wizard
Arrows Cannon Mortar Mega Knight Firecracker Baby Dragon Electro Wizard
Arrows Mortar Baby Dragon Cannon Firecracker Electro Wizard Mega Knight
P.E.K.K.A Cannon Mortar Electro Wizard
Mega Knight Arrows Cannon Firecracker Baby Dragon 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 P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Mortar Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Cannon Mega Knight
Arrows Firecracker Baby Dragon Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Firecracker Mortar Baby Dragon
P.E.K.K.A Cannon
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Arrows Electro Wizard
P.E.K.K.A Mega Knight Cannon
Cannon Firecracker Baby Dragon Mega Knight
Electro Wizard Firecracker Mortar Baby Dragon P.E.K.K.A
Arrows Mega Knight Cannon Firecracker Baby Dragon P.E.K.K.A Electro Wizard
Arrows Cannon Mortar 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.)

Arrows Firecracker Mortar Baby Dragon
Arrows Firecracker Mortar Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Firecracker
Arrows Firecracker Mortar Baby Dragon Mega Knight
Arrows Firecracker Baby Dragon
Arrows Firecracker Mortar Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Mortar
Electro Wizard
Firecracker Arrows Mortar Electro Wizard
Arrows Firecracker Baby Dragon
Firecracker Mortar Baby Dragon
Arrows Firecracker Mortar Baby Dragon
Arrows Firecracker Mortar Baby Dragon
Arrows Firecracker Mortar Baby Dragon
Arrows Firecracker Mortar Baby Dragon Mega Knight
Arrows Mortar
Arrows Firecracker Mortar Baby Dragon Electro Wizard Mega Knight
Arrows Firecracker Mortar Baby Dragon Mega Knight
Baby Dragon Mega Knight
Arrows
Arrows Mortar Baby Dragon
Arrows Firecracker Mortar Baby Dragon Mega Knight
Arrows Firecracker Mortar Baby Dragon Electro Wizard
Arrows Mortar Baby Dragon Mega Knight
Arrows Firecracker Mortar Baby Dragon
Arrows Firecracker Baby Dragon Electro Wizard
Electro Wizard Firecracker
Arrows Mortar Mega Knight
Arrows Firecracker Electro Wizard
P.E.K.K.A Mega Knight
Arrows Firecracker
Electro Wizard
Arrows Firecracker Baby Dragon Electro Wizard
Arrows
Firecracker Baby Dragon Electro Wizard Mega Knight
Arrows Firecracker Mortar Baby Dragon
Arrows
Firecracker P.E.K.K.A Mega Knight
Firecracker Baby Dragon Electro Wizard
Firecracker Electro Wizard
Firecracker Mortar Baby Dragon Electro Wizard Mega Knight
P.E.K.K.A
Firecracker Mortar Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: