My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!
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.

Wizard

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 Electro Giant Mega Knight

Offensive cards

Win conditions

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

Elixir Golem Hog Rider Electro Giant

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.

Elixir Golem Hog Rider Mega Knight

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.

Elixir Golem Hog Rider P.E.K.K.A Electro Giant 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

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
Elixir Golem Hog Rider
Giant Snowball
Hog Rider
Zap
Barbarian Barrel
Elixir Golem Wizard
The Log
Elixir Golem Hog Rider
Earthquake
Elixir Golem Hog Rider
Arrows
Royal Delivery
Elixir Golem Hog Rider Wizard P.E.K.K.A
Fireball
Elixir Golem Hog Rider Wizard
Poison
Elixir Golem Wizard
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Electro Giant 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.

Elixir Golem Rocket P.E.K.K.A Electro Giant 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.

Mirror Elixir Golem Hog Rider Wizard Rocket P.E.K.K.A Electro Giant Mega Knight

Shortest cycle

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

12 Mirror Elixir Golem Hog Rider Wizard

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.

Elixir Golem
Hog Rider Wizard Mirror
Hog Rider
Elixir Golem Wizard Rocket Mirror Mega Knight
Wizard
Elixir Golem Hog Rider P.E.K.K.A Mega Knight
Rocket
Hog Rider Mirror Electro Giant
Mirror
Electro Giant Elixir Golem Hog Rider Rocket
P.E.K.K.A
Wizard
Electro Giant
Mirror Rocket
Mega Knight
Hog Rider Wizard

Defense Synergies 0 3

Elixir Golem
Hog Rider
Wizard
P.E.K.K.A Mega Knight
Rocket
Mirror
Mega Knight
P.E.K.K.A
Wizard
Electro Giant
Mega Knight
Wizard Mirror

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
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight
Mega Knight
Rocket Wizard
Rocket P.E.K.K.A Electro Giant Mega Knight
P.E.K.K.A
Mega Knight
Wizard Electro Giant Mega Knight
Wizard
P.E.K.K.A Mega Knight Wizard Rocket
Wizard Rocket Mega Knight P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Electro Giant Mega Knight
Wizard Mega Knight P.E.K.K.A
Mega Knight Wizard
Wizard Mega Knight
P.E.K.K.A
Wizard Mega Knight P.E.K.K.A Electro Giant

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 Electro Giant
Wizard Rocket Mega Knight
P.E.K.K.A Mega Knight Rocket
Rocket P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Wizard Rocket Electro Giant
Rocket P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight
P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight Electro Giant
Rocket P.E.K.K.A Mega Knight Wizard
Wizard Electro Giant Mega Knight
Electro Giant Rocket P.E.K.K.A
Mega Knight Wizard P.E.K.K.A Electro Giant

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.)

Rocket
Rocket
Rocket
Wizard Rocket Mega Knight
Wizard Electro Giant Rocket
Wizard
Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Mega Knight
Rocket Wizard Electro Giant Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Electro Giant Wizard Mega Knight
Wizard
Wizard Mega Knight
Rocket
Wizard Electro Giant
Rocket Wizard Electro Giant
Wizard Rocket Mega Knight
Rocket
P.E.K.K.A Mega Knight
Rocket Wizard
Rocket
Rocket Wizard
Wizard Rocket Mega Knight
Wizard
Rocket Electro Giant
P.E.K.K.A Mega Knight
Electro Giant Rocket
Rocket
Rocket Electro Giant Mega Knight

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