My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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:

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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 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:

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AND/OR

You can replace some of your high-cost cards. Such as these:

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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 Inferno Dragon Magic Archer

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.

Elixir Golem Wizard P.E.K.K.A Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Rocket

Punishments

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

Elite Barbarians Elixir Golem

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Elite Barbarians Elixir Golem P.E.K.K.A Magic Archer

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.

Elite Barbarians Magic Archer

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
Elite Barbarians Elixir Golem Inferno Dragon
Giant Snowball
Barbarians Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Barbarians Elite Barbarians Elixir Golem Wizard Magic Archer
The Log
Barbarians Elite Barbarians Elixir Golem
Earthquake
Barbarians Elixir Golem
Arrows
Royal Delivery
Barbarians Elite Barbarians Elixir Golem Wizard P.E.K.K.A Inferno Dragon Magic Archer
Fireball
Barbarians Elite Barbarians Elixir Golem Wizard Inferno Dragon Magic Archer
Poison
Barbarians Elixir Golem Wizard Magic Archer
Lightning
Elite Barbarians Wizard Inferno Dragon Magic Archer
Rocket
Barbarians Elite Barbarians Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Magic Archer

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.

Elixir Golem Rocket P.E.K.K.A Inferno Dragon

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.

Elite Barbarians

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

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.

Elixir Golem Inferno Dragon Magic Archer Barbarians Wizard Elite Barbarians Rocket P.E.K.K.A

Shortest cycle

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

16 Elixir Golem Inferno Dragon Magic Archer Barbarians

Attack Synergies 1 5

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
Elite Barbarians
Wizard
Elixir Golem
Wizard Inferno Dragon Magic Archer
Wizard
Elite Barbarians Elixir Golem P.E.K.K.A
Rocket
P.E.K.K.A
Magic Archer Wizard
Inferno Dragon
Elixir Golem
Magic Archer
P.E.K.K.A Elixir Golem

Defense Synergies 0 2

Barbarians
Elite Barbarians
Wizard
Elixir Golem
Wizard
Elite Barbarians P.E.K.K.A
Rocket
P.E.K.K.A
Wizard
Inferno Dragon
Magic Archer

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.

Rocket Wizard Magic Archer
Barbarians Elite Barbarians P.E.K.K.A Inferno Dragon
Barbarians Rocket P.E.K.K.A Elite Barbarians Inferno Dragon
Barbarians Elite Barbarians P.E.K.K.A Inferno Dragon
Barbarians Elite Barbarians Rocket P.E.K.K.A
Magic Archer
Rocket Inferno Dragon Wizard Magic Archer
Rocket Barbarians P.E.K.K.A Magic Archer
Barbarians P.E.K.K.A Inferno Dragon Elite Barbarians
Elite Barbarians Barbarians
Barbarians Wizard Magic Archer
Inferno Dragon Wizard Magic Archer
Barbarians P.E.K.K.A Elite Barbarians Wizard Rocket
Wizard Rocket Barbarians P.E.K.K.A Magic Archer
Barbarians Elite Barbarians P.E.K.K.A Inferno Dragon
Barbarians Rocket Elite Barbarians P.E.K.K.A Inferno Dragon
Barbarians Wizard Elite Barbarians P.E.K.K.A
Barbarians Elite Barbarians Wizard Magic Archer
Wizard Barbarians Inferno Dragon Magic Archer
Barbarians P.E.K.K.A Elite Barbarians Inferno Dragon
Wizard Barbarians Elite Barbarians P.E.K.K.A
P.E.K.K.A Elite Barbarians Inferno Dragon

Counters to secondary win conditions

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

Barbarians Elite Barbarians P.E.K.K.A
Elite Barbarians Wizard Rocket Inferno Dragon Magic Archer
Barbarians P.E.K.K.A Elite Barbarians Rocket
Rocket P.E.K.K.A Barbarians Elite Barbarians
Barbarians P.E.K.K.A Elite Barbarians Inferno Dragon
Wizard Rocket Magic Archer
Rocket P.E.K.K.A Barbarians Elite Barbarians
P.E.K.K.A Barbarians Elite Barbarians Inferno Dragon
Rocket P.E.K.K.A Barbarians Elite Barbarians Inferno Dragon Magic Archer
P.E.K.K.A Barbarians Inferno Dragon
P.E.K.K.A Inferno Dragon Barbarians Elite Barbarians
Rocket P.E.K.K.A Barbarians Elite Barbarians
Barbarians Elite Barbarians Rocket P.E.K.K.A Wizard
Wizard Barbarians Magic Archer
Barbarians Elite Barbarians Rocket P.E.K.K.A Inferno Dragon Magic Archer
Barbarians Elite Barbarians Wizard P.E.K.K.A Inferno Dragon Magic Archer

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.)

Magic Archer Rocket
Magic Archer
Rocket Magic Archer
Barbarians Rocket
Wizard Rocket Magic Archer
Wizard Rocket Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Rocket Elite Barbarians
Rocket Wizard Magic Archer
Wizard Rocket Magic Archer
Rocket Elite Barbarians Magic Archer
Rocket Magic Archer
Elite Barbarians Magic Archer
Rocket Wizard Magic Archer
Magic Archer Wizard Rocket
Rocket
Rocket
Rocket Wizard Magic Archer
Rocket Wizard Magic Archer
Rocket Magic Archer
Rocket Wizard
Rocket
Rocket Barbarians
Wizard Magic Archer
Inferno Dragon
Wizard Magic Archer
Wizard Magic Archer
Rocket Magic Archer
Elite Barbarians Wizard Magic Archer
Rocket Wizard
Elite Barbarians
Wizard Rocket Magic Archer
Rocket Magic Archer
P.E.K.K.A
Rocket Wizard Magic Archer
Barbarians Rocket Magic Archer
Rocket Wizard Magic Archer
Wizard Rocket Magic Archer
Wizard Magic Archer
Rocket
Elite Barbarians P.E.K.K.A
Elite Barbarians Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
P.E.K.K.A Inferno Dragon
Wizard Rocket

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