My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Battle Ram Wizard Witch P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

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.

Battle Ram Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Battle Ram 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.

Goblin Barrel

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
Battle Ram Goblin Barrel Guards
Giant Snowball
Battle Ram Goblin Barrel Guards Witch
Zap
Battle Ram Goblin Barrel Guards Witch
Barbarian Barrel
Battle Ram Wizard Goblin Barrel Guards Witch
The Log
Battle Ram Goblin Barrel Guards Witch
Earthquake
Goblin Barrel Guards Witch
Arrows
Goblin Barrel Guards Witch
Royal Delivery
Battle Ram Wizard Goblin Barrel Guards Witch P.E.K.K.A
Fireball
Battle Ram Wizard Goblin Barrel Witch
Poison
Wizard Guards Witch
Lightning
Battle Ram Wizard Witch
Rocket
Wizard Witch

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 Battle Ram Guards P.E.K.K.A Mega Knight

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.

Goblin Barrel

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 Goblin Barrel 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 Goblin Barrel Guards Battle Ram Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

13 Arrows Goblin Barrel Guards Battle Ram

Attack Synergies 1 13

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 Battle Ram Goblin Barrel Mega Knight
Battle Ram
Arrows Goblin Barrel Witch P.E.K.K.A
Wizard
P.E.K.K.A Mega Knight
Goblin Barrel
Arrows Battle Ram Guards P.E.K.K.A Mega Knight
Guards
Goblin Barrel
Witch
Battle Ram P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Battle Ram Wizard Goblin Barrel Witch
Mega Knight
Arrows Wizard Goblin Barrel Witch

Defense Synergies 1 6

Arrows
Mega Knight P.E.K.K.A
Battle Ram
Wizard
Guards P.E.K.K.A Mega Knight
Goblin Barrel
Guards
Wizard Witch
Witch
Guards Mega Knight
P.E.K.K.A
Arrows Wizard
Mega Knight
Arrows Wizard Witch

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
P.E.K.K.A Witch Mega Knight
Witch P.E.K.K.A Mega Knight
Witch P.E.K.K.A Guards Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Guards Mega Knight
Arrows Wizard Witch
Arrows P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Guards Mega Knight
Guards Witch Arrows Wizard Mega Knight
Arrows Wizard Witch
P.E.K.K.A Mega Knight Wizard Guards Witch
Wizard Mega Knight Arrows Guards Witch P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Witch P.E.K.K.A
Arrows Mega Knight Wizard Guards Witch
Arrows Wizard Witch Guards Mega Knight
P.E.K.K.A
Wizard Mega Knight Arrows Guards Witch 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 Witch P.E.K.K.A
Arrows Wizard Mega Knight
Guards P.E.K.K.A Mega Knight Witch
Guards P.E.K.K.A Mega Knight
P.E.K.K.A Guards Witch Mega Knight
Arrows Wizard Witch
Guards P.E.K.K.A Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Mega Knight Guards Witch
P.E.K.K.A Mega Knight Arrows Guards
P.E.K.K.A Mega Knight Wizard Guards Witch
Wizard Witch Mega Knight
Guards Witch P.E.K.K.A
Arrows Mega Knight Wizard Witch P.E.K.K.A
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 Guards
Arrows
Arrows
Arrows Guards
Wizard Arrows Mega Knight
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Guards
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Witch Mega Knight
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Arrows Wizard Witch
Wizard Guards Witch
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Guards Witch
Arrows Wizard Witch
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Guards Witch
Witch
Witch Mega Knight

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