My Best Clash Royale Deck

Deck Check Rating

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

3 problems 7 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 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 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!
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.

Firecracker Wizard Mother Witch Archer Queen

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 P.E.K.K.A Fisherman Mother Witch Sparky Mega Knight Archer Queen

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.

Missing

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.

Missing

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 Archer Queen

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

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
Fisherman Sparky
Giant Snowball
Fisherman
Zap
Firecracker Fisherman Sparky
Barbarian Barrel
Firecracker Wizard Sparky
The Log
Firecracker Fisherman Sparky
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Wizard P.E.K.K.A Fisherman Mother Witch Sparky
Fireball
Firecracker Wizard Fisherman Mother Witch Sparky
Poison
Firecracker Wizard Fisherman Mother Witch Sparky
Lightning
Wizard Fisherman Mother Witch Sparky Archer Queen
Rocket
Wizard Sparky Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

P.E.K.K.A Mother Witch Sparky 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.

Firecracker Fisherman Mother Witch Wizard Archer Queen Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

15 Firecracker Fisherman Mother Witch Wizard

Attack Synergies 0 15

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
P.E.K.K.A Fisherman Sparky Mega Knight
Wizard
P.E.K.K.A Sparky Mega Knight
P.E.K.K.A
Firecracker Wizard Fisherman Mother Witch Archer Queen
Fisherman
Firecracker P.E.K.K.A Sparky Mega Knight
Mother Witch
P.E.K.K.A Mega Knight
Sparky
Firecracker Wizard Fisherman Archer Queen
Mega Knight
Firecracker Wizard Fisherman Mother Witch Archer Queen
Archer Queen
P.E.K.K.A Sparky Mega Knight

Defense Synergies 0 9

Firecracker
P.E.K.K.A Fisherman Mega Knight
Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A
Firecracker Wizard Fisherman
Fisherman
Firecracker P.E.K.K.A Mother Witch Mega Knight
Mother Witch
Fisherman Mega Knight
Sparky
Mega Knight
Firecracker Wizard Fisherman Mother Witch
Archer Queen

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.

Firecracker Wizard Sparky
P.E.K.K.A Sparky Firecracker Fisherman Mega Knight
P.E.K.K.A Fisherman Sparky Mega Knight
P.E.K.K.A Sparky Firecracker Fisherman Mega Knight
Firecracker P.E.K.K.A Sparky Mega Knight
Firecracker Mother Witch Mega Knight
Firecracker Wizard
P.E.K.K.A Sparky Mega Knight
P.E.K.K.A Sparky Fisherman Archer Queen
Firecracker Fisherman Sparky Mega Knight
Mother Witch Firecracker Wizard Fisherman Mega Knight
Firecracker Wizard
P.E.K.K.A Sparky Mega Knight Wizard
Wizard Sparky Mega Knight Firecracker P.E.K.K.A
P.E.K.K.A Sparky Mega Knight
P.E.K.K.A Fisherman Sparky Mega Knight
Wizard Sparky Mega Knight Firecracker P.E.K.K.A Fisherman
Mega Knight Firecracker Wizard Fisherman
Wizard Firecracker Fisherman Mother Witch Mega Knight
P.E.K.K.A Sparky Fisherman
Wizard Mega Knight Firecracker P.E.K.K.A Fisherman Mother Witch Sparky

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 Fisherman Sparky
Firecracker Wizard Fisherman Mega Knight
P.E.K.K.A Mega Knight Fisherman Sparky
P.E.K.K.A Mega Knight Fisherman Sparky
P.E.K.K.A Fisherman Sparky Mega Knight
Firecracker Wizard Mother Witch
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Fisherman Sparky
P.E.K.K.A Mega Knight Firecracker Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Mega Knight Archer Queen
P.E.K.K.A Mega Knight Wizard Sparky
Wizard Firecracker Sparky Mega Knight
Sparky Firecracker P.E.K.K.A Fisherman Archer Queen
Mega Knight Firecracker Wizard P.E.K.K.A Mother Witch Sparky Archer Queen

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.)

Firecracker Sparky
Firecracker Fisherman
Sparky
Firecracker Sparky
Wizard Firecracker Sparky Mega Knight
Firecracker Wizard Mother Witch
Firecracker Wizard Sparky
Firecracker Wizard
Firecracker Wizard Fisherman
Fisherman Sparky
Firecracker Wizard Fisherman Sparky
Firecracker Wizard Archer Queen
Firecracker Fisherman Sparky
Firecracker Fisherman
Firecracker Fisherman Sparky
Firecracker Wizard Sparky
Firecracker Wizard Sparky Mega Knight
Sparky
Fisherman Sparky
Firecracker Wizard Fisherman Sparky Mega Knight
Firecracker Wizard Mother Witch Mega Knight
Sparky Mega Knight
Wizard
Fisherman Sparky
Firecracker Mother Witch Wizard Sparky Mega Knight
Fisherman
Firecracker Wizard Fisherman Sparky
Wizard Fisherman Sparky Mega Knight
Firecracker Fisherman Sparky
Firecracker Wizard Mother Witch Sparky
Firecracker Wizard
Sparky
Wizard Sparky Mega Knight
Firecracker Sparky
P.E.K.K.A Sparky Mega Knight
Firecracker Wizard Sparky
Firecracker Wizard Archer Queen
Firecracker Wizard Sparky Mega Knight
Firecracker Wizard
Sparky Archer Queen
Firecracker P.E.K.K.A Sparky Mega Knight Archer Queen
Firecracker Sparky Archer Queen
Firecracker Archer Queen
Firecracker Sparky Mega Knight Archer Queen
P.E.K.K.A Sparky
Firecracker Wizard Sparky Mega Knight

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