My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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 Baby Dragon

Defensive buildings

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

Goblin Drill

Investments

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

Wizard Baby Dragon Rune Giant 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.

Hog Rider Rune Giant Goblin Drill

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.

Hog Rider Mega Knight

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Hog Rider Baby Dragon Rune Giant 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.

Hog Rider Goblin Drill

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
Hog Rider Goblin Drill
Giant Snowball
Hog Rider Baby Dragon Goblin Drill
Zap
Goblin Drill
Barbarian Barrel
Wizard Goblin Drill
The Log
Hog Rider Goblin Drill
Earthquake
Hog Rider Goblin Drill
Arrows
Goblin Drill
Royal Delivery
Hog Rider Wizard Baby Dragon Goblin Drill P.E.K.K.A
Fireball
Hog Rider Wizard Baby Dragon Goblin Drill
Poison
Wizard Goblin Drill
Lightning
Wizard Baby Dragon
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon 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.

Baby Dragon Rune Giant Goblin Drill 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.

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.

Berserker Hog Rider Baby Dragon Rune Giant Goblin Drill Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

14 Berserker Hog Rider Baby Dragon Rune Giant

Attack Synergies 1 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.

Berserker
Rune Giant
Hog Rider
Wizard Baby Dragon Mega Knight
Wizard
Hog Rider P.E.K.K.A Mega Knight
Baby Dragon
Hog Rider P.E.K.K.A Mega Knight
Rune Giant
Berserker
Goblin Drill
Mega Knight
P.E.K.K.A
Wizard Baby Dragon
Mega Knight
Hog Rider Wizard Baby Dragon Goblin Drill

Defense Synergies 0 4

Berserker
Hog Rider
Wizard
P.E.K.K.A Mega Knight
Baby Dragon
P.E.K.K.A Mega Knight
Rune Giant
Goblin Drill
P.E.K.K.A
Wizard Baby Dragon
Mega Knight
Wizard Baby Dragon

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 Baby Dragon
P.E.K.K.A Goblin Drill Mega Knight
P.E.K.K.A Mega Knight Goblin Drill
P.E.K.K.A Goblin Drill Mega Knight
P.E.K.K.A Mega Knight
Baby Dragon Mega Knight
Wizard Baby Dragon
Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Drill
Mega Knight
Berserker Wizard Baby Dragon Goblin Drill Mega Knight
Wizard Baby Dragon
Goblin Drill P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight Baby Dragon Goblin Drill P.E.K.K.A
P.E.K.K.A Goblin Drill Mega Knight
Goblin Drill P.E.K.K.A Mega Knight
Wizard Mega Knight Goblin Drill P.E.K.K.A
Mega Knight Wizard Baby Dragon Goblin Drill
Wizard Baby Dragon Goblin Drill Mega Knight
P.E.K.K.A Goblin Drill
Wizard Mega Knight Baby Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A
Wizard Baby Dragon Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Goblin Drill Mega Knight
Wizard Baby Dragon
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Baby Dragon
P.E.K.K.A Goblin Drill
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Wizard
Wizard Baby Dragon Mega Knight
Baby Dragon Goblin Drill P.E.K.K.A
Mega Knight Wizard Baby Dragon P.E.K.K.A

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.)

Baby Dragon Goblin Drill
Baby Dragon
Baby Dragon Goblin Drill
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Wizard
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Goblin Drill
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Mega Knight
Baby Dragon Mega Knight
Wizard
Baby Dragon Goblin Drill
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Baby Dragon
Wizard Baby Dragon
Wizard
Wizard Mega Knight
P.E.K.K.A Mega Knight
Wizard
Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
P.E.K.K.A Mega Knight
Baby Dragon
Baby Dragon Mega Knight
P.E.K.K.A
Wizard Mega Knight

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