My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Furnace Electro Wizard Magic Archer

Defensive buildings

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

Furnace

Investments

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

Furnace 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 Lightning

Punishments

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

Mini P.E.K.K.A Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

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

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace 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 Mini P.E.K.K.A 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.

Furnace 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 Mini P.E.K.K.A Furnace Electro Wizard Magic Archer Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

15 Arrows Mini P.E.K.K.A Furnace Electro Wizard

Attack Synergies 3 12

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 Mini P.E.K.K.A Lightning Mega Knight
Mini P.E.K.K.A
Arrows Furnace Lightning Electro Wizard Magic Archer Mega Knight
Furnace
Mini P.E.K.K.A P.E.K.K.A
Lightning
Arrows Mini P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Magic Archer Furnace
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Electro Wizard Magic Archer

Defense Synergies 2 12

Arrows
Mega Knight Mini P.E.K.K.A Furnace Lightning P.E.K.K.A
Mini P.E.K.K.A
Electro Wizard Arrows Furnace Magic Archer
Furnace
Arrows Mini P.E.K.K.A Electro Wizard Magic Archer
Lightning
Arrows
P.E.K.K.A
Arrows Electro Wizard
Electro Wizard
Mini P.E.K.K.A Furnace P.E.K.K.A Magic Archer Mega Knight
Magic Archer
Mini P.E.K.K.A Furnace Electro Wizard Mega Knight
Mega Knight
Arrows 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.

Lightning Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Furnace Electro Wizard Mega Knight
Mini P.E.K.K.A Furnace P.E.K.K.A Mega Knight Lightning Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Furnace Electro Wizard Mega Knight
Lightning Arrows Mini P.E.K.K.A P.E.K.K.A Mega Knight
Arrows Furnace Electro Wizard Magic Archer Mega Knight
Furnace Lightning Electro Wizard Arrows Magic Archer
Lightning Arrows P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Mini P.E.K.K.A P.E.K.K.A Furnace
Mini P.E.K.K.A Electro Wizard Mega Knight
Electro Wizard Arrows Furnace Magic Archer Mega Knight
Arrows Furnace Electro Wizard Magic Archer
Mini P.E.K.K.A Furnace P.E.K.K.A Mega Knight Lightning Electro Wizard
Mega Knight Arrows Mini P.E.K.K.A Furnace P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Furnace Electro Wizard Mega Knight
Mini P.E.K.K.A Furnace Lightning P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows Mini P.E.K.K.A Furnace P.E.K.K.A Electro Wizard
Arrows Mega Knight Furnace Electro Wizard Magic Archer
Arrows Furnace Electro Wizard Magic Archer Mega Knight
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mega Knight Arrows Mini P.E.K.K.A Furnace 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.

Mini P.E.K.K.A Mega Knight Furnace P.E.K.K.A Electro Wizard
Electro Wizard Arrows Mini P.E.K.K.A Lightning Magic Archer Mega Knight
P.E.K.K.A Mega Knight Mini P.E.K.K.A Furnace Lightning Electro Wizard
Mini P.E.K.K.A Lightning P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Mega Knight
Arrows Furnace Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Furnace Lightning Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Electro Wizard Mega Knight Mini P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A Mega Knight Mini P.E.K.K.A
Lightning P.E.K.K.A Mega Knight Arrows Electro Wizard
Mini P.E.K.K.A Lightning P.E.K.K.A Mega Knight
Furnace Magic Archer Mega Knight
Electro Wizard Mini P.E.K.K.A Furnace Lightning P.E.K.K.A Magic Archer
Arrows Mega Knight Mini P.E.K.K.A P.E.K.K.A Electro Wizard Magic Archer
Arrows Furnace 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.)

Lightning Magic Archer Arrows
Arrows Electro Wizard Magic Archer
Lightning Arrows Magic Archer
Lightning Arrows
Arrows Furnace Magic Archer Mega Knight
Arrows Furnace Magic Archer
Arrows Furnace Magic Archer
Arrows Lightning Magic Archer
Arrows Lightning
Lightning Mini P.E.K.K.A Electro Wizard
Lightning Arrows Electro Wizard Magic Archer
Lightning Arrows Magic Archer
Lightning Magic Archer
Lightning Arrows Magic Archer
Lightning Arrows Furnace Magic Archer
Lightning Arrows Furnace Magic Archer
Lightning Magic Archer Arrows Furnace Mega Knight
Lightning Arrows
Mini P.E.K.K.A Lightning
Lightning Arrows Mini P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Lightning Arrows Magic Archer Mega Knight
Lightning Magic Archer Mega Knight
Lightning Arrows
Lightning
Lightning Arrows
Arrows Furnace Magic Archer Mega Knight
Arrows Lightning Electro Wizard Magic Archer
Lightning Arrows Magic Archer Mega Knight
Lightning Arrows Magic Archer
Lightning Arrows Furnace Electro Wizard Magic Archer
Lightning Electro Wizard
Lightning Mini P.E.K.K.A
Lightning Arrows Magic Archer Mega Knight
Lightning Arrows Electro Wizard Magic Archer
P.E.K.K.A Mega Knight
Arrows Lightning Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Arrows Electro Wizard Magic Archer
Arrows
Lightning Mini P.E.K.K.A Electro Wizard Magic Archer Mega Knight
Arrows Lightning Magic Archer
Lightning Arrows
P.E.K.K.A Mega Knight
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer
Lightning Electro Wizard Magic Archer Mega Knight
P.E.K.K.A
Lightning Mega Knight

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