My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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.

Witch

Defensive buildings

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

Cannon

Investments

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

Witch P.E.K.K.A Sparky Mega Knight Mighty Miner

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.

Arrows Fireball

Punishments

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

Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

P.E.K.K.A Mega Knight Mighty Miner

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.

Mighty Miner

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
Sparky Mighty Miner
Giant Snowball
Cannon Witch Mighty Miner
Zap
Cannon Witch Sparky Mighty Miner
Barbarian Barrel
Cannon Witch Sparky
The Log
Cannon Witch Sparky
Earthquake
Cannon Witch
Arrows
Witch
Royal Delivery
Witch P.E.K.K.A Sparky
Fireball
Cannon Witch Sparky Mighty Miner
Poison
Cannon Witch Sparky
Lightning
Cannon Witch Sparky Mighty Miner
Rocket
Witch Sparky Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Sparky 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 Sparky Mega Knight Mighty Miner

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.

Fireball

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.

Fireball Witch

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.

Arrows Cannon Fireball Mighty Miner Witch Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Cannon Fireball Mighty Miner

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
Fireball P.E.K.K.A Sparky Mega Knight Mighty Miner
Cannon
Fireball
Arrows Sparky Mega Knight
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Witch
Sparky
Arrows Fireball
Mega Knight
Arrows Fireball Witch
Mighty Miner
Arrows

Defense Synergies 1 10

Arrows
Mega Knight Cannon Fireball P.E.K.K.A Sparky
Cannon
Arrows Fireball Witch Sparky Mighty Miner
Fireball
Arrows Cannon Mega Knight
Witch
Cannon Mega Knight
P.E.K.K.A
Arrows
Sparky
Arrows Cannon
Mega Knight
Arrows Fireball Witch
Mighty Miner
Cannon

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.

Cannon Fireball Sparky
P.E.K.K.A Sparky Cannon Witch Mega Knight
Cannon Witch P.E.K.K.A Sparky Mega Knight
Cannon Witch P.E.K.K.A Sparky Mega Knight
Arrows Fireball P.E.K.K.A Sparky Mega Knight
Arrows Fireball Cannon Mega Knight
Arrows Cannon Fireball Witch
Arrows Cannon Fireball P.E.K.K.A Sparky Mega Knight
Cannon Witch P.E.K.K.A Sparky Mighty Miner
Cannon Sparky Mega Knight
Witch Arrows Cannon Fireball Mega Knight
Arrows Fireball Witch
Cannon P.E.K.K.A Sparky Mega Knight Fireball Witch
Fireball Sparky Mega Knight Arrows Cannon Witch P.E.K.K.A
P.E.K.K.A Sparky Cannon Mega Knight
Cannon Fireball P.E.K.K.A Sparky Mega Knight
Sparky Mega Knight Arrows Cannon Fireball Witch P.E.K.K.A
Arrows Cannon Fireball Mega Knight Witch
Arrows Witch Cannon Fireball Mega Knight
P.E.K.K.A Sparky Cannon
Mega Knight Arrows Cannon Fireball Witch P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mega Knight Fireball Witch P.E.K.K.A Sparky
Fireball Arrows Mega Knight
P.E.K.K.A Mega Knight Witch Sparky
P.E.K.K.A Mega Knight Fireball Sparky
P.E.K.K.A Cannon Witch Sparky Mega Knight Mighty Miner
Arrows Fireball Witch
P.E.K.K.A Sparky Fireball Witch
P.E.K.K.A Mega Knight Mighty Miner Sparky
P.E.K.K.A Mega Knight Fireball Witch Sparky
Witch P.E.K.K.A Cannon Sparky
P.E.K.K.A Mega Knight Witch Sparky
P.E.K.K.A Mega Knight Arrows Fireball
P.E.K.K.A Mega Knight Cannon Fireball Witch Sparky
Cannon Fireball Witch Sparky Mega Knight
Witch Sparky Fireball P.E.K.K.A Mighty Miner
Arrows Mega Knight Cannon Fireball Witch P.E.K.K.A Sparky Mighty Miner
Arrows Cannon Fireball

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.)

Fireball Arrows Sparky
Arrows Fireball
Arrows Fireball Sparky
Arrows Fireball Sparky
Fireball Arrows Sparky Mega Knight
Arrows Fireball Witch
Arrows Witch Sparky
Arrows Fireball
Arrows Fireball
Fireball Sparky
Arrows Fireball Sparky
Fireball Arrows
Fireball Sparky
Arrows Fireball
Arrows Fireball Sparky
Arrows Fireball Witch Sparky
Arrows Fireball Sparky Mega Knight
Arrows Fireball Sparky
Sparky
Arrows Fireball Sparky Mega Knight
Arrows Fireball Witch Mega Knight
Fireball Sparky Mega Knight
Arrows Fireball
Sparky
Arrows Fireball
Arrows Fireball Witch Sparky Mega Knight
Witch
Arrows Fireball Witch Sparky
Fireball Arrows Witch Sparky Mega Knight
Fireball Arrows Sparky
Arrows Fireball Witch Sparky
Fireball Witch
Fireball Sparky
Arrows Fireball Sparky Mega Knight
Arrows Fireball Sparky
P.E.K.K.A Mighty Miner Sparky Mega Knight
Arrows Fireball Sparky
Fireball Witch
Fireball Arrows Witch
Arrows Fireball
Fireball Sparky Mega Knight
Arrows Fireball
Arrows Fireball Sparky
P.E.K.K.A Sparky Mega Knight
Fireball Witch Sparky
Fireball Witch
Fireball Witch Sparky Mega Knight
P.E.K.K.A Sparky
Fireball Sparky Mega Knight

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