My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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 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.

Baby Dragon

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.

Giant Baby Dragon Prince Giant Skeleton P.E.K.K.A Royal Ghost Mega Knight Monk

Offensive cards

Win conditions

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

Giant

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.

Giant Prince Royal Ghost 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.

Giant Baby Dragon Prince Giant Skeleton P.E.K.K.A Royal Ghost 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.

Giant Skeleton Royal Ghost Monk

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
Giant Prince Giant Skeleton
Giant Snowball
Baby Dragon
Zap
Prince
Barbarian Barrel
Giant Skeleton Royal Ghost
The Log
Prince Giant Skeleton
Earthquake
Arrows
Royal Delivery
Baby Dragon Prince Giant Skeleton P.E.K.K.A Royal Ghost
Fireball
Baby Dragon
Poison
Lightning
Baby Dragon Prince Monk
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Royal Ghost 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.

Baby Dragon Prince Giant Skeleton P.E.K.K.A Royal Ghost Mega Knight

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.

Royal Ghost Baby Dragon Giant Prince Monk Giant Skeleton P.E.K.K.A Mega Knight

Shortest cycle

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

17 Royal Ghost Baby Dragon Giant Prince

Attack Synergies 2 9

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.

Giant
Prince Baby Dragon Royal Ghost
Baby Dragon
Giant Prince Giant Skeleton P.E.K.K.A Mega Knight
Prince
Giant Mega Knight Baby Dragon Royal Ghost
Giant Skeleton
Baby Dragon
P.E.K.K.A
Baby Dragon
Royal Ghost
Giant Prince Mega Knight Monk
Mega Knight
Prince Baby Dragon Royal Ghost
Monk
Royal Ghost

Defense Synergies 0 5

Giant
Baby Dragon
Prince Giant Skeleton P.E.K.K.A Mega Knight
Prince
Baby Dragon
Giant Skeleton
Baby Dragon
P.E.K.K.A
Baby Dragon
Royal Ghost
Mega Knight
Mega Knight
Baby Dragon Royal Ghost
Monk

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.

Baby Dragon
P.E.K.K.A Prince Mega Knight Monk
Prince P.E.K.K.A Mega Knight Giant Skeleton
Prince P.E.K.K.A Mega Knight Monk
Prince Giant Skeleton P.E.K.K.A Mega Knight Monk
Baby Dragon Royal Ghost Mega Knight
Baby Dragon
Baby Dragon Giant Skeleton P.E.K.K.A Mega Knight Monk
P.E.K.K.A Prince
Prince Giant Skeleton Royal Ghost Mega Knight
Baby Dragon Giant Skeleton Royal Ghost Mega Knight
Baby Dragon
Prince P.E.K.K.A Mega Knight Giant Skeleton
Mega Knight Baby Dragon Prince P.E.K.K.A Royal Ghost
P.E.K.K.A Prince Mega Knight
Monk Prince P.E.K.K.A Mega Knight
Mega Knight Prince P.E.K.K.A
Mega Knight Baby Dragon Prince Royal Ghost
Baby Dragon Giant Skeleton Royal Ghost Mega Knight
P.E.K.K.A Prince
Royal Ghost Mega Knight Baby Dragon Prince Giant Skeleton P.E.K.K.A
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 Prince Giant Skeleton P.E.K.K.A Royal Ghost
Baby Dragon Prince Royal Ghost Mega Knight Monk
Giant Skeleton P.E.K.K.A Mega Knight Prince
Prince Giant Skeleton P.E.K.K.A Mega Knight Monk
Giant Skeleton P.E.K.K.A Prince Mega Knight
Baby Dragon Monk
Prince P.E.K.K.A Giant Skeleton
Giant Skeleton P.E.K.K.A Mega Knight Prince
Giant Skeleton P.E.K.K.A Mega Knight Baby Dragon Prince Monk
P.E.K.K.A
P.E.K.K.A Mega Knight Prince Giant Skeleton
P.E.K.K.A Mega Knight Monk Prince Giant Skeleton
Prince Giant Skeleton P.E.K.K.A Mega Knight
Baby Dragon Mega Knight
Baby Dragon Prince Giant Skeleton P.E.K.K.A Monk
Mega Knight Baby Dragon Giant Skeleton P.E.K.K.A Royal Ghost

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.)

Baby Dragon Giant Skeleton Royal Ghost Monk
Monk Baby Dragon Royal Ghost
Baby Dragon Giant Skeleton
Prince Giant Skeleton
Baby Dragon Mega Knight
Baby Dragon Monk
Baby Dragon
Baby Dragon
Monk
Prince
Monk Prince
Monk Baby Dragon
Baby Dragon
Baby Dragon Monk
Baby Dragon Prince
Baby Dragon
Baby Dragon Mega Knight
Monk
Baby Dragon Prince Mega Knight Monk
Baby Dragon Mega Knight Monk
Baby Dragon Prince Giant Skeleton Mega Knight Monk
Prince Monk
Baby Dragon Monk
Baby Dragon Mega Knight
Baby Dragon Royal Ghost Monk
Baby Dragon Prince Mega Knight Monk
Baby Dragon
Baby Dragon
Mega Knight
Monk
P.E.K.K.A Prince Giant Skeleton Mega Knight
Monk
Prince
Baby Dragon Monk
Baby Dragon Prince Mega Knight
Baby Dragon
Monk Giant Skeleton
Prince P.E.K.K.A Mega Knight
Baby Dragon Giant Skeleton
Baby Dragon Prince Giant Skeleton Royal Ghost Mega Knight Monk
Prince P.E.K.K.A
Mega Knight Monk

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