My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Royal Giant Wizard Witch Mega Knight Mighty Miner

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Void

Punishments

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

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

Pump responses

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

Void

Dropped at the bridge

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

Royal Giant Mini P.E.K.K.A Mega Knight Mighty Miner

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 Mighty Miner

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
Royal Giant Mighty Miner
Giant Snowball
Witch Mighty Miner
Zap
Royal Giant Witch Mighty Miner
Barbarian Barrel
Wizard Witch
The Log
Royal Giant Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Mini P.E.K.K.A Wizard Witch
Fireball
Wizard Witch Mighty Miner
Poison
Wizard Witch
Lightning
Mini P.E.K.K.A Wizard Witch Mighty Miner
Rocket
Wizard Witch Mighty Miner

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 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 Mega Knight Mighty Miner

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.

Royal Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Void Mini P.E.K.K.A Mighty Miner Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

14 Arrows Void Mini P.E.K.K.A Mighty Miner

Attack Synergies 2 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
Royal Giant Void Mini P.E.K.K.A Mega Knight Mighty Miner
Royal Giant
Arrows Wizard Void Witch
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Wizard
Royal Giant Mini P.E.K.K.A Mega Knight
Void
Arrows Royal Giant
Witch
Royal Giant Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Wizard Witch
Mighty Miner
Arrows

Defense Synergies 2 6

Arrows
Void Mega Knight Mini P.E.K.K.A
Royal Giant
Mini P.E.K.K.A
Arrows Wizard Witch
Wizard
Mini P.E.K.K.A Mega Knight Mighty Miner
Void
Arrows
Witch
Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Wizard Witch
Mighty Miner
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 Void
Mini P.E.K.K.A Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight Void
Mini P.E.K.K.A Witch Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Mega Knight
Arrows Wizard Void Witch
Arrows Void Mega Knight
Mini P.E.K.K.A Witch Mighty Miner
Mini P.E.K.K.A Mega Knight
Witch Arrows Wizard Mega Knight
Arrows Wizard Witch
Mini P.E.K.K.A Mega Knight Wizard Witch
Wizard Mega Knight Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Mini P.E.K.K.A Witch
Arrows Mega Knight Wizard Witch
Arrows Wizard Witch Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Arrows Mini P.E.K.K.A Witch

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 Void Witch
Void Arrows Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A Witch Mega Knight Mighty Miner
Arrows Wizard Witch
Mini P.E.K.K.A Void Witch
Mini P.E.K.K.A Mega Knight Mighty Miner
Void Mega Knight Mini P.E.K.K.A Witch
Witch
Mega Knight Mini P.E.K.K.A Witch
Mega Knight Arrows Void
Mini P.E.K.K.A Mega Knight Wizard Witch
Wizard Witch Mega Knight
Witch Mini P.E.K.K.A Mighty Miner
Arrows Mega Knight Mini P.E.K.K.A Wizard Witch Mighty Miner
Arrows Void

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.)

Void Arrows
Arrows Void
Arrows Void
Arrows Void
Wizard Arrows Mega Knight
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Void Wizard
Mini P.E.K.K.A Void
Void Arrows Wizard
Void Arrows Wizard
Void
Arrows Void
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Void Arrows Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard Void Witch Mega Knight
Void Mega Knight
Arrows Wizard Void
Void
Arrows Void
Arrows Wizard Witch Mega Knight
Witch
Arrows Void Wizard Witch
Void Arrows Wizard Witch Mega Knight
Void Arrows
Arrows Wizard Void Witch
Wizard Void Witch
Mini P.E.K.K.A Void
Void Arrows Wizard Mega Knight
Void Arrows
Mighty Miner Mega Knight
Arrows Wizard
Void Witch
Arrows Wizard Witch
Arrows
Void Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard
Void Arrows
Mega Knight
Witch
Void Witch
Void Witch Mega Knight
Wizard Void Mega Knight
Void

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