My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
RIP
Versatility
Good
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 Witch Mother 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 P.E.K.K.A Bandit Mother Witch Mega Knight Golden Knight

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.

Bandit Mega Knight Golden 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 Bandit 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 Bandit Golden Knight

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

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.

P.E.K.K.A Mother Witch 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 Bandit Mother Witch Golden Knight Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

14 Firecracker Bandit Mother Witch Golden Knight

Attack Synergies 0 13

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 Bandit Mega Knight
Wizard
P.E.K.K.A Bandit Mega Knight
Witch
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Firecracker Wizard Witch Mother Witch
Bandit
Firecracker Wizard Witch Mega Knight Golden Knight
Mother Witch
P.E.K.K.A Mega Knight
Mega Knight
Firecracker Wizard Witch Bandit Mother Witch
Golden Knight
Bandit

Defense Synergies 0 13

Firecracker
P.E.K.K.A Bandit Mega Knight Golden Knight
Wizard
P.E.K.K.A Bandit Mega Knight Golden Knight
Witch
Bandit Mega Knight
P.E.K.K.A
Firecracker Wizard
Bandit
Firecracker Wizard Witch Mega Knight
Mother Witch
Mega Knight Golden Knight
Mega Knight
Firecracker Wizard Witch Bandit Mother Witch
Golden Knight
Firecracker Wizard Mother 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.

Firecracker Wizard Golden Knight
P.E.K.K.A Firecracker Witch Bandit Mega Knight
Witch P.E.K.K.A Mega Knight Bandit
Witch P.E.K.K.A Firecracker Bandit Mega Knight
Firecracker P.E.K.K.A Mega Knight
Firecracker Bandit Mother Witch Mega Knight
Firecracker Wizard Witch
P.E.K.K.A Bandit Mega Knight Golden Knight
Witch P.E.K.K.A
Firecracker Bandit Mega Knight
Witch Mother Witch Firecracker Wizard Bandit Mega Knight
Firecracker Wizard Witch
P.E.K.K.A Mega Knight Wizard Witch Bandit
Wizard Mega Knight Firecracker Witch P.E.K.K.A Golden Knight
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A Bandit Mega Knight
Wizard Mega Knight Firecracker Witch P.E.K.K.A
Mega Knight Firecracker Wizard Witch Bandit Golden Knight
Wizard Witch Firecracker Bandit Mother Witch Mega Knight
P.E.K.K.A
Wizard Mega Knight Firecracker Witch P.E.K.K.A Bandit Mother Witch

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 Bandit
Bandit Firecracker Wizard Mega Knight
P.E.K.K.A Bandit Mega Knight Witch Golden Knight
P.E.K.K.A Mega Knight Bandit
P.E.K.K.A Witch Bandit Mega Knight
Firecracker Wizard Mother Witch Witch
P.E.K.K.A Witch Bandit
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Firecracker Witch Bandit
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Golden Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Wizard Witch Bandit Golden Knight
Wizard Firecracker Witch Mega Knight
Witch Firecracker P.E.K.K.A Golden Knight
Mega Knight Firecracker Wizard Witch P.E.K.K.A Mother Witch Golden Knight

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 Bandit Golden Knight
Firecracker Bandit Golden Knight
Bandit
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard Mother Witch Witch
Firecracker Wizard Witch
Firecracker Wizard
Firecracker Wizard Bandit Golden Knight
Firecracker Wizard Bandit Golden Knight
Firecracker Wizard
Firecracker Bandit Golden Knight
Firecracker Bandit
Firecracker
Firecracker Wizard Witch Bandit Golden Knight
Firecracker Wizard Bandit Mega Knight
Firecracker Wizard Bandit Mega Knight
Firecracker Wizard Witch Mother Witch Mega Knight Golden Knight
Mega Knight
Wizard
Firecracker Mother Witch Wizard Witch Mega Knight
Witch
Firecracker Wizard Witch Bandit Golden Knight
Wizard Witch Bandit Mega Knight Golden Knight
Firecracker Bandit Golden Knight
Firecracker Wizard Witch Mother Witch
Firecracker Wizard Witch
Wizard Bandit Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard
Witch Bandit
Firecracker Wizard Witch
Firecracker Wizard Mega Knight
Firecracker Wizard
Firecracker P.E.K.K.A Mega Knight
Firecracker Witch Golden Knight
Firecracker Witch
Firecracker Witch Bandit Mega Knight Golden Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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