My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

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.

Wizard P.E.K.K.A Electro Wizard Sparky 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

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.

Missing

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 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

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 Sparky
Giant Snowball
Guards
Zap
Guards Sparky
Barbarian Barrel
Wizard Guards Electro Wizard Sparky
The Log
Mini P.E.K.K.A Guards Sparky
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Wizard Guards P.E.K.K.A Electro Wizard Sparky
Fireball
Wizard Electro Wizard Sparky
Poison
Wizard Guards Electro Wizard Sparky
Lightning
Mini P.E.K.K.A Wizard Electro Wizard Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

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 Mini P.E.K.K.A Guards 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 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 Guards Mini P.E.K.K.A Electro Wizard Wizard Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Guards Mini P.E.K.K.A Electro Wizard

Attack Synergies 4 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 Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Sparky Arrows Wizard Electro Wizard Mega Knight
Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight
Guards
P.E.K.K.A
Arrows Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Sparky Mega Knight
Sparky
Arrows Mini P.E.K.K.A Wizard Electro Wizard
Mega Knight
Arrows Mini P.E.K.K.A Wizard Electro Wizard

Defense Synergies 2 13

Arrows
Mega Knight Mini P.E.K.K.A P.E.K.K.A Sparky
Mini P.E.K.K.A
Electro Wizard Arrows Wizard Guards
Wizard
Mini P.E.K.K.A Guards P.E.K.K.A Electro Wizard Mega Knight
Guards
Mini P.E.K.K.A Wizard Electro Wizard Sparky
P.E.K.K.A
Arrows Wizard Electro Wizard
Electro Wizard
Mini P.E.K.K.A Wizard Guards P.E.K.K.A Mega Knight
Sparky
Arrows Guards
Mega Knight
Arrows Wizard Electro 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.

Wizard Electro Wizard Sparky
Mini P.E.K.K.A P.E.K.K.A Sparky Electro Wizard Mega Knight
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Guards Electro Wizard Mega Knight
Arrows Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight
Arrows Guards Electro Wizard Mega Knight
Electro Wizard Arrows Wizard
Arrows P.E.K.K.A Electro Wizard Sparky Mega Knight
Mini P.E.K.K.A P.E.K.K.A Sparky
Guards Mini P.E.K.K.A Electro Wizard Sparky Mega Knight
Guards Electro Wizard Arrows Wizard Mega Knight
Arrows Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight Wizard Guards Electro Wizard
Wizard Sparky Mega Knight Arrows Mini P.E.K.K.A Guards P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Sparky Electro Wizard Mega Knight
Mini P.E.K.K.A P.E.K.K.A Electro Wizard Sparky Mega Knight
Wizard Sparky Mega Knight Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Mega Knight Wizard Guards Electro Wizard
Arrows Wizard Guards Electro Wizard Mega Knight
Mini P.E.K.K.A P.E.K.K.A Sparky Electro Wizard
Wizard Mega Knight Arrows Mini P.E.K.K.A Guards P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight P.E.K.K.A Electro Wizard Sparky
Electro Wizard Arrows Mini P.E.K.K.A Wizard Mega Knight
Guards P.E.K.K.A Mega Knight Mini P.E.K.K.A Electro Wizard Sparky
Mini P.E.K.K.A Guards P.E.K.K.A Mega Knight Electro Wizard Sparky
P.E.K.K.A Mini P.E.K.K.A Guards Sparky Mega Knight
Arrows Wizard Electro Wizard
Mini P.E.K.K.A Guards P.E.K.K.A Sparky Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Electro Wizard Mega Knight Mini P.E.K.K.A Sparky
P.E.K.K.A Guards Sparky
P.E.K.K.A Mega Knight Mini P.E.K.K.A Guards Sparky
P.E.K.K.A Mega Knight Arrows Guards Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Wizard Guards Sparky
Wizard Sparky Mega Knight
Guards Electro Wizard Sparky Mini P.E.K.K.A P.E.K.K.A
Arrows Mega Knight Mini P.E.K.K.A Wizard P.E.K.K.A Electro Wizard Sparky
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.)

Arrows Guards Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Guards Sparky
Wizard Arrows Sparky Mega Knight
Arrows Wizard
Arrows Wizard Sparky
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A Guards Electro Wizard Sparky
Arrows Wizard Electro Wizard Sparky
Arrows Wizard
Sparky
Arrows
Arrows Sparky
Arrows Wizard Sparky
Arrows Wizard Sparky Mega Knight
Arrows Sparky
Mini P.E.K.K.A Sparky
Arrows Mini P.E.K.K.A Wizard Electro Wizard Sparky Mega Knight
Arrows Wizard Mega Knight
Sparky Mega Knight
Arrows Wizard
Sparky
Arrows
Arrows Wizard Sparky Mega Knight
Arrows Wizard Electro Wizard Sparky
Arrows Wizard Sparky Mega Knight
Arrows Sparky
Arrows Wizard Electro Wizard Sparky
Electro Wizard Wizard Guards
Mini P.E.K.K.A Sparky
Arrows Wizard Sparky Mega Knight
Arrows Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Arrows Wizard Sparky
Electro Wizard Guards
Arrows Wizard Electro Wizard
Arrows
Mini P.E.K.K.A Wizard Electro Wizard Sparky Mega Knight
Arrows Wizard
Arrows Sparky
P.E.K.K.A Sparky Mega Knight
Guards Electro Wizard Sparky
Electro Wizard
Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Wizard Sparky Mega Knight

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