My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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.

Baby Dragon Phoenix

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.

Baby Dragon P.E.K.K.A Phoenix Mega Knight Goblinstein

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.

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.

Baby Dragon P.E.K.K.A Phoenix 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
Guards Phoenix
Giant Snowball
Guards Baby Dragon
Zap
Guards
Barbarian Barrel
Guards
The Log
Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Guards Baby Dragon P.E.K.K.A
Fireball
Baby Dragon
Poison
Guards Phoenix
Lightning
Baby Dragon Phoenix Goblinstein
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Guards Baby Dragon P.E.K.K.A Mega Knight

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 Guards Baby Dragon Phoenix Goblinstein Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Guards Baby Dragon Phoenix

Attack Synergies 1 6

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 Lightning Phoenix Mega Knight
Guards
Baby Dragon
Lightning P.E.K.K.A Mega Knight
Lightning
Arrows Baby Dragon
P.E.K.K.A
Arrows Baby Dragon
Phoenix
Arrows
Mega Knight
Arrows Baby Dragon
Goblinstein

Defense Synergies 1 6

Arrows
Mega Knight Lightning P.E.K.K.A Phoenix
Guards
Baby Dragon
Baby Dragon
Guards P.E.K.K.A Mega Knight
Lightning
Arrows
P.E.K.K.A
Arrows Baby Dragon
Phoenix
Arrows
Mega Knight
Arrows Baby Dragon
Goblinstein

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 Baby Dragon
P.E.K.K.A Phoenix Mega Knight
P.E.K.K.A Mega Knight Lightning
P.E.K.K.A Guards Phoenix Mega Knight
Lightning Arrows P.E.K.K.A Mega Knight
Arrows Guards Baby Dragon Mega Knight
Lightning Arrows Baby Dragon Phoenix
Lightning Arrows Baby Dragon P.E.K.K.A Phoenix Mega Knight
P.E.K.K.A Phoenix
Guards Phoenix Mega Knight
Guards Arrows Baby Dragon Mega Knight
Arrows Baby Dragon Phoenix
P.E.K.K.A Mega Knight Guards Lightning
Mega Knight Arrows Guards Baby Dragon P.E.K.K.A
P.E.K.K.A Phoenix Mega Knight
Lightning P.E.K.K.A Mega Knight
Mega Knight Arrows P.E.K.K.A
Arrows Mega Knight Guards Baby Dragon
Arrows Baby Dragon Guards Mega Knight
P.E.K.K.A Phoenix
Mega Knight Arrows Guards Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Guards Mega Knight P.E.K.K.A
Arrows Baby Dragon Lightning Phoenix Mega Knight
Guards P.E.K.K.A Mega Knight Lightning
Guards Lightning P.E.K.K.A Mega Knight Phoenix
P.E.K.K.A Guards Phoenix Mega Knight
Arrows Baby Dragon
Guards P.E.K.K.A Lightning Phoenix
P.E.K.K.A Mega Knight Phoenix
Lightning P.E.K.K.A Mega Knight Baby Dragon Phoenix
P.E.K.K.A Guards Phoenix
P.E.K.K.A Mega Knight Guards Phoenix
Lightning P.E.K.K.A Mega Knight Arrows Guards Phoenix
Lightning P.E.K.K.A Mega Knight Guards
Baby Dragon Mega Knight
Guards Phoenix Baby Dragon Lightning P.E.K.K.A
Arrows Mega Knight Baby Dragon P.E.K.K.A Phoenix
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.)

Lightning Arrows Guards Baby Dragon
Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Guards
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Lightning
Arrows Lightning
Lightning Guards
Lightning Arrows
Lightning Arrows Baby Dragon
Lightning Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon Mega Knight
Lightning Arrows
Lightning
Lightning Arrows Baby Dragon Mega Knight
Lightning Arrows Baby Dragon Mega Knight
Lightning Baby Dragon Mega Knight
Lightning Arrows
Lightning
Lightning Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows Baby Dragon Lightning
Lightning Arrows Baby Dragon Mega Knight
Lightning Arrows Baby Dragon
Lightning Arrows Baby Dragon
Lightning Guards
Lightning
Lightning Arrows Mega Knight
Lightning Arrows
P.E.K.K.A Mega Knight
Arrows Lightning
Lightning Guards
Lightning Arrows Baby Dragon
Arrows
Lightning Baby Dragon Mega Knight
Arrows Baby Dragon Lightning
Lightning Arrows
P.E.K.K.A Mega Knight
Guards Baby Dragon Lightning
Lightning
Lightning Baby Dragon Mega Knight
P.E.K.K.A
Lightning Mega Knight

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