My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Firecracker Wizard Electro Dragon

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 Battle Ram Wizard Electro Dragon 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

Punishments

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

Elite Barbarians 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.

Elite Barbarians Battle Ram 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 Elite Barbarians Electro Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Electro 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 Battle Ram P.E.K.K.A 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

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Battle Ram Wizard Electro Dragon Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

15 Arrows Firecracker Battle Ram Wizard

Attack Synergies 2 14

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
Elite Barbarians P.E.K.K.A Battle Ram Mega Knight
Firecracker
Elite Barbarians Battle Ram P.E.K.K.A Mega Knight
Elite Barbarians
Arrows Firecracker Battle Ram Wizard Mega Knight
Battle Ram
Arrows Firecracker Elite Barbarians P.E.K.K.A
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
Electro Dragon
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Firecracker Battle Ram Wizard Electro Dragon
Mega Knight
Arrows Firecracker Elite Barbarians Wizard Electro Dragon

Defense Synergies 1 8

Arrows
Mega Knight P.E.K.K.A
Firecracker
Electro Dragon P.E.K.K.A Mega Knight
Elite Barbarians
Wizard Mega Knight
Battle Ram
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
Electro Dragon
Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Mega Knight
Arrows Firecracker Elite Barbarians 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.

Firecracker Wizard Electro Dragon
Elite Barbarians P.E.K.K.A Firecracker Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Electro Dragon
Elite Barbarians P.E.K.K.A Firecracker Electro Dragon Mega Knight
Arrows Firecracker Elite Barbarians P.E.K.K.A Mega Knight
Arrows Firecracker Electro Dragon Mega Knight
Arrows Firecracker Wizard Electro Dragon
Arrows Electro Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Elite Barbarians
Elite Barbarians Firecracker Mega Knight
Arrows Firecracker Wizard Electro Dragon Mega Knight
Arrows Firecracker Wizard Electro Dragon
P.E.K.K.A Mega Knight Elite Barbarians Wizard Electro Dragon
Wizard Mega Knight Arrows Firecracker Electro Dragon P.E.K.K.A
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Firecracker Elite Barbarians Electro Dragon P.E.K.K.A
Arrows Mega Knight Firecracker Elite Barbarians Wizard Electro Dragon
Arrows Wizard Firecracker Electro Dragon Mega Knight
P.E.K.K.A Elite Barbarians
Wizard Mega Knight Arrows Firecracker Elite Barbarians Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Elite Barbarians P.E.K.K.A
Arrows Firecracker Elite Barbarians Wizard Electro Dragon Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Electro Dragon
P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A Elite Barbarians Mega Knight
Arrows Firecracker Wizard Electro Dragon
P.E.K.K.A Elite Barbarians
P.E.K.K.A Mega Knight Elite Barbarians
Electro Dragon P.E.K.K.A Mega Knight Firecracker Elite Barbarians
P.E.K.K.A
P.E.K.K.A Mega Knight Elite Barbarians Electro Dragon
P.E.K.K.A Mega Knight Arrows Elite Barbarians
Elite Barbarians P.E.K.K.A Mega Knight Wizard
Wizard Firecracker Electro Dragon Mega Knight
Elite Barbarians Electro Dragon Firecracker P.E.K.K.A
Arrows Mega Knight Firecracker Elite Barbarians Wizard Electro Dragon 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 Firecracker Electro Dragon
Arrows Firecracker Electro Dragon
Arrows Electro Dragon
Arrows Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard Electro Dragon
Arrows Firecracker Wizard
Arrows Firecracker Wizard Electro Dragon
Arrows Firecracker Wizard Electro Dragon
Elite Barbarians Electro Dragon
Firecracker Arrows Wizard Electro Dragon
Arrows Firecracker Wizard Electro Dragon
Firecracker Elite Barbarians
Arrows Firecracker Electro Dragon
Arrows Firecracker Elite Barbarians
Arrows Firecracker Wizard Electro Dragon
Arrows Firecracker Wizard Electro Dragon Mega Knight
Arrows
Arrows Firecracker Wizard Electro Dragon Mega Knight
Arrows Firecracker Wizard Electro Dragon Mega Knight
Mega Knight
Arrows Wizard
Arrows Electro Dragon
Arrows Firecracker Wizard Electro Dragon Mega Knight
Arrows Firecracker Wizard Electro Dragon
Arrows Wizard Electro Dragon Mega Knight
Arrows Firecracker
Elite Barbarians Arrows Firecracker Wizard Electro Dragon
Electro Dragon Firecracker Wizard
Elite Barbarians
Arrows Wizard Electro Dragon Mega Knight
Arrows Firecracker Electro Dragon
P.E.K.K.A Mega Knight
Arrows Firecracker Wizard
Electro Dragon
Arrows Firecracker Wizard Electro Dragon
Arrows
Firecracker Wizard Electro Dragon Mega Knight
Arrows Firecracker Wizard Electro Dragon
Arrows
Firecracker Elite Barbarians Electro Dragon P.E.K.K.A Mega Knight
Electro Dragon Firecracker Elite Barbarians
Firecracker Electro Dragon
Electro Dragon Firecracker Mega Knight
P.E.K.K.A
Firecracker Wizard Electro Dragon Mega Knight

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