My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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.

Firecracker Wizard Electro Wizard Magic Archer

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.

Firecracker Wizard P.E.K.K.A Electro Wizard 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.

Arrows Poison

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.

Poison

Dropped at the bridge

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

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.

Firecracker Electro Wizard 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
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Firecracker Wizard Electro Wizard Magic Archer
The Log
Firecracker
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Wizard P.E.K.K.A Electro Wizard Magic Archer
Fireball
Firecracker Wizard Electro Wizard Magic Archer
Poison
Firecracker Wizard Electro Wizard Magic Archer
Lightning
Wizard Electro Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Poison 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.

Arrows Poison 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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Poison Electro Wizard Magic Archer Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Firecracker Poison Electro Wizard

Attack Synergies 4 9

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 Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Poison
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Poison Electro Wizard Magic Archer Firecracker Wizard
Electro Wizard
P.E.K.K.A Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Electro Wizard Mega Knight
Mega Knight
Arrows Firecracker Wizard Poison Electro Wizard Magic Archer

Defense Synergies 1 13

Arrows
Mega Knight P.E.K.K.A
Firecracker
P.E.K.K.A Electro Wizard Mega Knight
Wizard
P.E.K.K.A Electro Wizard Mega Knight
Poison
Electro Wizard Mega Knight
P.E.K.K.A
Arrows Firecracker Wizard Electro Wizard
Electro Wizard
Firecracker Wizard Poison P.E.K.K.A Magic Archer Mega Knight
Magic Archer
Electro Wizard Mega Knight
Mega Knight
Arrows Firecracker Wizard Poison Electro 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.

Firecracker Wizard Electro Wizard Magic Archer
P.E.K.K.A Firecracker Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Firecracker Electro Wizard Mega Knight
Arrows Firecracker Poison P.E.K.K.A Mega Knight
Arrows Firecracker Electro Wizard Magic Archer Mega Knight
Electro Wizard Arrows Firecracker Wizard Poison Magic Archer
Arrows Poison P.E.K.K.A Electro Wizard Magic Archer Mega Knight
P.E.K.K.A
Firecracker Electro Wizard Mega Knight
Poison Electro Wizard Arrows Firecracker Wizard Magic Archer Mega Knight
Arrows Firecracker Wizard Poison Electro Wizard Magic Archer
P.E.K.K.A Mega Knight Wizard Electro Wizard
Wizard Mega Knight Arrows Firecracker Poison P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Arrows Firecracker Poison P.E.K.K.A Electro Wizard
Arrows Mega Knight Firecracker Wizard Electro Wizard Magic Archer
Arrows Wizard Poison Firecracker Electro Wizard Magic Archer Mega Knight
P.E.K.K.A Electro Wizard
Wizard Mega Knight Arrows Firecracker Poison 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
Poison Electro Wizard Arrows Firecracker Wizard Magic Archer 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 Mega Knight
Arrows Firecracker Wizard Poison Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Firecracker Poison Magic Archer
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Arrows Poison Electro Wizard
P.E.K.K.A Mega Knight Wizard
Wizard Firecracker Magic Archer Mega Knight
Electro Wizard Firecracker Poison P.E.K.K.A Magic Archer
Arrows Poison Mega Knight Firecracker Wizard P.E.K.K.A Electro Wizard Magic Archer
Arrows 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.)

Poison Magic Archer Arrows Firecracker
Arrows Firecracker Poison Electro Wizard Magic Archer
Arrows Poison Magic Archer
Arrows Firecracker Poison
Wizard Poison Arrows Firecracker Magic Archer Mega Knight
Arrows Firecracker Wizard Poison Magic Archer
Arrows Firecracker Wizard Poison Magic Archer
Arrows Poison Firecracker Wizard Magic Archer
Arrows Poison Firecracker Wizard
Poison Electro Wizard
Firecracker Poison Arrows Wizard Electro Wizard Magic Archer
Poison Arrows Firecracker Wizard Magic Archer
Poison Firecracker Magic Archer
Arrows Firecracker Poison Magic Archer
Arrows Firecracker Poison Magic Archer
Arrows Firecracker Wizard Poison Magic Archer
Magic Archer Arrows Firecracker Wizard Poison Mega Knight
Arrows Poison
Arrows Firecracker Wizard Poison Electro Wizard Magic Archer Mega Knight
Arrows Firecracker Wizard Poison Magic Archer Mega Knight
Poison Magic Archer Mega Knight
Arrows Wizard Poison
Arrows Poison
Arrows Firecracker Poison Wizard Magic Archer Mega Knight
Arrows Firecracker Poison Wizard Electro Wizard Magic Archer
Arrows Wizard Poison Magic Archer Mega Knight
Poison Arrows Firecracker Magic Archer
Poison Arrows Firecracker Wizard Electro Wizard Magic Archer
Electro Wizard Firecracker Wizard Poison
Poison Arrows Wizard Magic Archer Mega Knight
Arrows Firecracker Poison Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Arrows Firecracker Wizard Poison Magic Archer
Electro Wizard Magic Archer
Poison Arrows Firecracker Wizard Electro Wizard Magic Archer
Arrows
Poison Firecracker Wizard Electro Wizard Magic Archer Mega Knight
Arrows Firecracker Wizard Poison Magic Archer
Arrows Poison
Firecracker P.E.K.K.A Mega Knight
Firecracker Poison Electro Wizard Magic Archer
Firecracker Poison Electro Wizard Magic Archer
Poison Firecracker Electro Wizard Magic Archer Mega Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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