My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Hut Wizard Electro Wizard

Defensive buildings

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

Goblin Hut

Investments

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

Goblin Hut Wizard P.E.K.K.A Electro Wizard 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.

Missing

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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mini P.E.K.K.A P.E.K.K.A 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.

Barbarians 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.

Mini P.E.K.K.A Electro Wizard Barbarians Goblin Hut Wizard Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

18 Mini P.E.K.K.A Electro Wizard Barbarians Goblin Hut

Attack Synergies 2 8

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.

Barbarians
Mini P.E.K.K.A
Goblin Hut Wizard Electro Wizard Mega Knight
Goblin Hut
Mini P.E.K.K.A Mega Knight
Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight
P.E.K.K.A
Electro Wizard Goblinstein Wizard
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Mega Knight
Mega Knight
Mini P.E.K.K.A Goblin Hut Wizard Electro Wizard
Goblinstein
P.E.K.K.A

Defense Synergies 2 9

Barbarians
Mini P.E.K.K.A
Electro Wizard Goblin Hut Wizard
Goblin Hut
Mini P.E.K.K.A Wizard Electro Wizard
Wizard
Mini P.E.K.K.A Goblin Hut P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Goblinstein Wizard Electro Wizard
Electro Wizard
Mini P.E.K.K.A Goblin Hut Wizard P.E.K.K.A Mega Knight
Mega Knight
Wizard Electro Wizard
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.

Goblin Hut Wizard Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Goblin Hut Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A Goblin Hut P.E.K.K.A Mega Knight Electro Wizard
Barbarians Mini P.E.K.K.A Goblin Hut P.E.K.K.A Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Mega Knight
Electro Wizard Mega Knight
Electro Wizard Goblin Hut Wizard
Barbarians P.E.K.K.A Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Goblin Hut
Barbarians Mini P.E.K.K.A Electro Wizard Mega Knight
Barbarians Electro Wizard Goblin Hut Wizard Mega Knight
Goblin Hut Wizard Electro Wizard
Barbarians Mini P.E.K.K.A Goblin Hut P.E.K.K.A Mega Knight Wizard Electro Wizard
Wizard Mega Knight Barbarians Mini P.E.K.K.A Goblin Hut P.E.K.K.A Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Goblin Hut Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A Goblin Hut P.E.K.K.A Electro Wizard Mega Knight Goblinstein
Barbarians Wizard Mega Knight Mini P.E.K.K.A Goblin Hut P.E.K.K.A Electro Wizard
Mega Knight Barbarians Goblin Hut Wizard Electro Wizard
Wizard Barbarians Goblin Hut Electro Wizard Mega Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A Goblin Hut Electro Wizard
Wizard Mega Knight Barbarians Mini P.E.K.K.A P.E.K.K.A Electro Wizard
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Mega Knight Goblin Hut P.E.K.K.A Electro Wizard
Electro Wizard Mini P.E.K.K.A Wizard Mega Knight
Barbarians P.E.K.K.A Mega Knight Mini P.E.K.K.A Goblin Hut Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Barbarians Electro Wizard
Barbarians P.E.K.K.A Mini P.E.K.K.A Goblin Hut Mega Knight
Wizard Goblinstein Goblin Hut Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Barbarians Goblin Hut Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Barbarians
P.E.K.K.A Electro Wizard Mega Knight Goblinstein Barbarians Mini P.E.K.K.A Goblin Hut
P.E.K.K.A Barbarians Goblin Hut
P.E.K.K.A Mega Knight Barbarians Mini P.E.K.K.A Goblin Hut
P.E.K.K.A Mega Knight Barbarians Electro Wizard
Barbarians Mini P.E.K.K.A P.E.K.K.A Mega Knight Wizard
Wizard Barbarians Mega Knight
Barbarians Goblin Hut Electro Wizard Mini P.E.K.K.A P.E.K.K.A Goblinstein
Mega Knight Barbarians Mini P.E.K.K.A Goblin Hut Wizard P.E.K.K.A Electro Wizard
Goblin Hut 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.)

Electro Wizard
Goblin Hut
Barbarians
Wizard Mega Knight Goblinstein
Wizard Goblinstein
Wizard
Wizard
Wizard
Mini P.E.K.K.A Electro Wizard
Wizard Electro Wizard
Wizard
Goblin Hut
Goblin Hut
Goblin Hut Wizard
Goblin Hut Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Barbarians
Wizard Mega Knight Goblinstein
Wizard Electro Wizard
Wizard Mega Knight
Wizard Electro Wizard
Electro Wizard Goblin Hut Wizard Goblinstein
Mini P.E.K.K.A
Wizard Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
Wizard
Electro Wizard Barbarians Goblin Hut Goblinstein
Wizard Electro Wizard
Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Wizard
P.E.K.K.A Mega Knight
Electro Wizard
Electro Wizard
Electro Wizard Mega Knight
P.E.K.K.A
Wizard Mega Knight

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