My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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.

Wizard Witch

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.

Knight Wizard Witch P.E.K.K.A Sparky 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

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.

Missing

Dropped at the bridge

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

Knight P.E.K.K.A 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
Sparky
Giant Snowball
Witch
Zap
Witch Sparky
Barbarian Barrel
Knight Wizard Witch Sparky
The Log
Witch Sparky
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Wizard Witch P.E.K.K.A Sparky
Fireball
Wizard Witch Sparky
Poison
Wizard Witch Sparky
Lightning
Knight Wizard Witch Sparky Goblinstein
Rocket
Wizard Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Sparky 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 Knight P.E.K.K.A Sparky 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 Witch

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 Knight Wizard Witch Goblinstein Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

16 Arrows Knight Wizard Witch

Attack Synergies 3 10

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 Sparky Knight Mega Knight
Knight
Arrows Wizard Witch Sparky
Wizard
Knight P.E.K.K.A Sparky Mega Knight
Witch
Knight P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Goblinstein Wizard Witch
Sparky
Arrows Knight Wizard
Mega Knight
Arrows Wizard Witch
Goblinstein
P.E.K.K.A

Defense Synergies 2 9

Arrows
Mega Knight Knight P.E.K.K.A Sparky
Knight
Arrows Wizard Witch Sparky
Wizard
Knight P.E.K.K.A Mega Knight
Witch
Knight Mega Knight
P.E.K.K.A
Goblinstein Arrows Wizard
Sparky
Arrows Knight
Mega Knight
Arrows Wizard Witch
Goblinstein
P.E.K.K.A

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.

Knight Wizard Sparky
P.E.K.K.A Sparky Knight Witch Mega Knight
Witch P.E.K.K.A Sparky Mega Knight Knight
Witch P.E.K.K.A Sparky Knight Mega Knight
Arrows P.E.K.K.A Sparky Mega Knight
Arrows Mega Knight
Arrows Wizard Witch
Arrows P.E.K.K.A Sparky Mega Knight
Witch P.E.K.K.A Sparky
Knight Sparky Mega Knight
Witch Arrows Knight Wizard Mega Knight
Arrows Wizard Witch
P.E.K.K.A Sparky Mega Knight Knight Wizard Witch
Wizard Sparky Mega Knight Arrows Witch P.E.K.K.A
P.E.K.K.A Sparky Knight Mega Knight
P.E.K.K.A Sparky Mega Knight Goblinstein
Wizard Sparky Mega Knight Arrows Knight Witch P.E.K.K.A
Arrows Mega Knight Knight Wizard Witch
Arrows Wizard Witch Knight Mega Knight
P.E.K.K.A Sparky
Wizard Mega Knight Arrows Knight Witch P.E.K.K.A Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

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

Knight Mega Knight Witch P.E.K.K.A Sparky
Arrows Knight Wizard Mega Knight
P.E.K.K.A Mega Knight Knight Witch Sparky
P.E.K.K.A Mega Knight Knight Sparky
P.E.K.K.A Knight Witch Sparky Mega Knight
Arrows Wizard Goblinstein Witch
P.E.K.K.A Sparky Knight Witch
P.E.K.K.A Mega Knight Knight Sparky
P.E.K.K.A Mega Knight Goblinstein Knight Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Knight Witch Sparky
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Knight Wizard Witch Sparky
Wizard Witch Sparky Mega Knight
Witch Sparky Knight P.E.K.K.A Goblinstein
Arrows Mega Knight Wizard Witch P.E.K.K.A Sparky
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 Knight Sparky
Arrows
Arrows Sparky
Arrows Knight Sparky
Wizard Arrows Sparky Mega Knight Goblinstein
Arrows Wizard Goblinstein Witch
Arrows Wizard Witch Sparky
Arrows Wizard
Arrows Wizard
Sparky
Arrows Knight Wizard Sparky
Arrows Wizard
Knight Sparky
Arrows
Arrows Sparky
Arrows Wizard Witch Sparky
Arrows Wizard Sparky Mega Knight
Arrows Sparky
Sparky
Arrows Wizard Sparky Mega Knight
Arrows Wizard Witch Mega Knight
Sparky Mega Knight
Arrows Wizard
Sparky
Arrows
Arrows Wizard Witch Sparky Mega Knight Goblinstein
Witch
Arrows Wizard Witch Sparky
Arrows Wizard Witch Sparky Mega Knight
Arrows Sparky
Arrows Wizard Witch Sparky
Wizard Witch Goblinstein
Sparky
Arrows Wizard Sparky Mega Knight
Arrows Sparky
P.E.K.K.A Sparky Mega Knight
Arrows Wizard Sparky
Witch Goblinstein
Arrows Wizard Witch
Arrows
Knight Wizard Sparky Mega Knight
Arrows Wizard
Arrows Sparky
P.E.K.K.A Sparky Mega Knight
Witch Sparky
Witch
Witch Sparky Mega Knight
P.E.K.K.A Sparky
Wizard Sparky Mega Knight

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