My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
Versatility
Great!
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!
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.

Firecracker Wizard Witch

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.

Firecracker Wizard Witch Balloon 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.

Balloon

Damage spells

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

Lightning

Punishments

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

Balloon Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Balloon 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.

Firecracker Balloon

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
Clone Balloon
Giant Snowball
Clone Witch Balloon
Zap
Firecracker Clone Witch Balloon
Barbarian Barrel
Firecracker Wizard Clone Witch
The Log
Firecracker Clone Witch
Earthquake
Firecracker Clone Witch
Arrows
Firecracker Clone Witch
Royal Delivery
Firecracker Wizard Clone Witch Balloon P.E.K.K.A
Fireball
Firecracker Wizard Clone Witch Balloon
Poison
Firecracker Wizard Clone Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

Clone 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 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.

Firecracker Clone Wizard Witch Balloon Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

16 Firecracker Clone Wizard Witch

Attack Synergies 1 10

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.

Firecracker
Balloon P.E.K.K.A Mega Knight
Wizard
Balloon P.E.K.K.A Mega Knight
Clone
Balloon Witch
Witch
Clone P.E.K.K.A Mega Knight
Balloon
Clone Firecracker Wizard Mega Knight
Lightning
P.E.K.K.A
Firecracker Wizard Witch
Mega Knight
Firecracker Wizard Witch Balloon

Defense Synergies 0 5

Firecracker
P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Clone
Witch
Mega Knight
Balloon
Lightning
P.E.K.K.A
Firecracker Wizard
Mega Knight
Firecracker Wizard Witch

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.

Lightning Firecracker Wizard
P.E.K.K.A Firecracker Witch Mega Knight
Witch P.E.K.K.A Mega Knight Lightning
Witch P.E.K.K.A Firecracker Mega Knight
Lightning Firecracker P.E.K.K.A Mega Knight
Firecracker Mega Knight
Lightning Firecracker Wizard Witch
Lightning P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Firecracker Mega Knight
Witch Firecracker Wizard Mega Knight
Firecracker Wizard Witch
P.E.K.K.A Mega Knight Wizard Witch Lightning
Wizard Mega Knight Firecracker Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight
Wizard Mega Knight Firecracker Witch P.E.K.K.A
Mega Knight Firecracker Wizard Witch
Wizard Witch Firecracker Mega Knight
P.E.K.K.A
Wizard Mega Knight Firecracker Witch 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 Witch P.E.K.K.A
Firecracker Wizard Lightning Mega Knight
P.E.K.K.A Mega Knight Witch Lightning
Lightning P.E.K.K.A Mega Knight
P.E.K.K.A Witch Mega Knight
Firecracker Wizard Witch
P.E.K.K.A Witch Lightning
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch
Lightning P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight Wizard Witch
Wizard Firecracker Witch Mega Knight
Witch Firecracker Lightning P.E.K.K.A
Mega Knight Firecracker Wizard Witch 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.)

Lightning Firecracker
Firecracker
Lightning
Lightning Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Witch
Firecracker Wizard Witch
Firecracker Wizard Lightning
Firecracker Wizard Lightning
Lightning
Firecracker Lightning Wizard
Lightning Firecracker Wizard
Lightning Firecracker
Lightning Firecracker
Lightning Firecracker
Lightning Firecracker Wizard Witch
Lightning Firecracker Wizard Mega Knight
Lightning
Lightning
Lightning Firecracker Wizard Mega Knight
Lightning Firecracker Wizard Witch Mega Knight
Lightning Mega Knight
Lightning Wizard
Lightning
Lightning
Firecracker Wizard Witch Mega Knight
Witch
Firecracker Wizard Witch Lightning
Lightning Wizard Witch Mega Knight
Lightning Firecracker
Lightning Firecracker Wizard Witch
Lightning Firecracker Wizard Witch
Lightning
Lightning Wizard Mega Knight
Lightning Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard Lightning
Lightning Witch
Lightning Firecracker Wizard Witch
Lightning Firecracker Wizard Mega Knight
Firecracker Wizard Lightning
Lightning
Firecracker P.E.K.K.A Mega Knight
Firecracker Witch Lightning
Firecracker Witch Lightning
Lightning Firecracker Witch Mega Knight
P.E.K.K.A
Lightning Firecracker Wizard Mega Knight

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