My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Tesla Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Wizard 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.

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.

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.

Barbarians 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
Goblin Barrel
Giant Snowball
Barbarians Goblin Barrel
Zap
Goblin Barrel
Barbarian Barrel
Tesla Barbarians Wizard Goblin Barrel
The Log
Barbarians Goblin Barrel
Earthquake
Tesla Barbarians Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Barbarians Wizard Goblin Barrel P.E.K.K.A
Fireball
Tesla Barbarians Wizard Goblin Barrel
Poison
Barbarians Wizard
Lightning
Tesla Wizard
Rocket
Barbarians Wizard

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 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 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.

Barbarians Wizard Goblin Barrel

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Goblin Barrel Tesla Barbarians Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Mirror Arrows Goblin Barrel Tesla

Attack Synergies 3 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
Mirror P.E.K.K.A Goblin Barrel Mega Knight
Tesla
Barbarians
Wizard
P.E.K.K.A Mega Knight
Mirror
Arrows Goblin Barrel
Goblin Barrel
Mirror Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Wizard Goblin Barrel
Mega Knight
Arrows Wizard Goblin Barrel

Defense Synergies 3 7

Arrows
Mirror Mega Knight Tesla Barbarians P.E.K.K.A
Tesla
Mirror Arrows Wizard
Barbarians
Arrows
Wizard
Tesla P.E.K.K.A Mega Knight
Mirror
Arrows Tesla Mega Knight
Goblin Barrel
P.E.K.K.A
Arrows Wizard
Mega Knight
Arrows Wizard Mirror

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.

Tesla Wizard
Barbarians P.E.K.K.A Tesla Mega Knight
Tesla Barbarians P.E.K.K.A Mega Knight
Tesla Barbarians P.E.K.K.A Mega Knight
Arrows Barbarians P.E.K.K.A Mega Knight
Arrows Tesla Mega Knight
Tesla Arrows Wizard
Arrows Tesla Barbarians P.E.K.K.A Mega Knight
Tesla Barbarians P.E.K.K.A
Tesla Barbarians Mega Knight
Barbarians Arrows Tesla Wizard Mega Knight
Arrows Tesla Wizard
Tesla Barbarians P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight Arrows Tesla Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Tesla Mega Knight
Barbarians Tesla P.E.K.K.A Mega Knight
Tesla Barbarians Wizard Mega Knight Arrows P.E.K.K.A
Arrows Tesla Mega Knight Barbarians Wizard
Arrows Wizard Tesla Barbarians Mega Knight
Barbarians P.E.K.K.A Tesla
Wizard Mega Knight Arrows Tesla Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mega Knight Tesla P.E.K.K.A
Arrows Tesla Wizard Mega Knight
Barbarians P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Tesla Barbarians
Barbarians P.E.K.K.A Tesla Mega Knight
Arrows Wizard Tesla
P.E.K.K.A Tesla Barbarians
P.E.K.K.A Mega Knight Tesla Barbarians
P.E.K.K.A Mega Knight Barbarians
P.E.K.K.A Tesla Barbarians
P.E.K.K.A Mega Knight Tesla Barbarians
P.E.K.K.A Mega Knight Arrows Barbarians
Barbarians P.E.K.K.A Mega Knight Tesla Wizard
Wizard Tesla Barbarians Mega Knight
Tesla Barbarians P.E.K.K.A
Arrows Mega Knight Tesla Barbarians Wizard 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
Arrows
Arrows
Arrows Barbarians
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows Barbarians
Arrows Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard
Wizard
Arrows Wizard Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Barbarians
Arrows Wizard
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
P.E.K.K.A Mega Knight
Mega Knight

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