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 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:

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 Magic Archer Ram Rider

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.

Wizard Golem Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Golem Ram Rider

Damage spells

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

Void

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 Ram Rider Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Mini P.E.K.K.A Golem Magic Archer Ram Rider 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 Golem Magic Archer Ram Rider

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
Ram Rider
Giant Snowball
Ram Rider
Zap
Ram Rider
Barbarian Barrel
Wizard Magic Archer
The Log
Mini P.E.K.K.A Ram Rider
Earthquake
Arrows
Royal Delivery
Mini P.E.K.K.A Wizard Magic Archer Ram Rider
Fireball
Wizard Magic Archer Ram Rider
Poison
Wizard Magic Archer
Lightning
Mini P.E.K.K.A Wizard Magic Archer Ram Rider
Rocket
Wizard Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Magic Archer 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 Golem 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 Void Mini P.E.K.K.A Magic Archer Wizard Ram Rider Mega Knight Golem

Shortest cycle

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

13 Berserker Void Mini P.E.K.K.A Magic Archer

Attack Synergies 1 11

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
Mini P.E.K.K.A
Wizard Golem Magic Archer Ram Rider Mega Knight
Wizard
Mini P.E.K.K.A Golem Ram Rider Mega Knight
Void
Golem
Mini P.E.K.K.A Wizard Magic Archer
Magic Archer
Ram Rider Mini P.E.K.K.A Golem Mega Knight
Ram Rider
Magic Archer Mini P.E.K.K.A Wizard Mega Knight
Mega Knight
Mini P.E.K.K.A Wizard Magic Archer Ram Rider

Defense Synergies 0 6

Berserker
Mini P.E.K.K.A
Wizard Magic Archer Ram Rider
Wizard
Mini P.E.K.K.A Mega Knight
Void
Golem
Magic Archer
Mini P.E.K.K.A Ram Rider Mega Knight
Ram Rider
Mini P.E.K.K.A Magic Archer
Mega Knight
Wizard 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.

Wizard Void Magic Archer Ram Rider
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A Ram Rider Mega Knight Void
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A Mega Knight
Magic Archer Mega Knight
Ram Rider Wizard Void Magic Archer
Void Magic Archer Ram Rider Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Berserker Wizard Magic Archer Ram Rider Mega Knight
Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Mega Knight Wizard Ram Rider
Wizard Mega Knight Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Mini P.E.K.K.A
Mega Knight Wizard Magic Archer Ram Rider
Wizard Magic Archer Ram Rider Mega Knight
Mini P.E.K.K.A Ram Rider
Wizard Mega Knight Mini 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.

Mini P.E.K.K.A Mega Knight Void
Void Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Mega Knight Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Mega Knight Ram Rider
Mini P.E.K.K.A Ram Rider Mega Knight
Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Void Ram Rider
Mini P.E.K.K.A Mega Knight
Void Mega Knight Mini P.E.K.K.A Magic Archer
Mega Knight Mini P.E.K.K.A
Mega Knight Void
Mini P.E.K.K.A Mega Knight Wizard Ram Rider
Wizard Magic Archer Mega Knight
Mini P.E.K.K.A Magic Archer
Mega Knight Mini P.E.K.K.A Wizard Magic Archer
Void

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.)

Void Magic Archer
Void Magic Archer Ram Rider
Void Magic Archer
Void
Wizard Magic Archer Mega Knight
Wizard Magic Archer Ram Rider
Wizard Magic Archer
Wizard Magic Archer Ram Rider
Void Wizard Ram Rider
Mini P.E.K.K.A Void
Void Wizard Magic Archer Ram Rider
Void Wizard Magic Archer
Void Magic Archer
Void Magic Archer
Magic Archer
Wizard Magic Archer
Magic Archer Wizard Mega Knight
Mini P.E.K.K.A
Void Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Wizard Void Magic Archer Mega Knight
Void Magic Archer Mega Knight
Wizard Void
Void
Void
Wizard Magic Archer Mega Knight
Void Wizard Magic Archer Ram Rider
Void Wizard Magic Archer Ram Rider Mega Knight
Void Magic Archer
Wizard Void Magic Archer
Wizard Void
Mini P.E.K.K.A Void
Void Wizard Magic Archer Mega Knight
Void Magic Archer
Mega Knight
Wizard Magic Archer
Void Magic Archer
Wizard Magic Archer Ram Rider
Void Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Wizard Magic Archer
Void
Mega Knight
Magic Archer
Void Magic Archer
Void Magic Archer Mega Knight
Wizard Void Mega Knight
Void

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