My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Wizard Executioner

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.

Knight Battle Ram Wizard Executioner P.E.K.K.A Sparky

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball

Punishments

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

Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Battle Ram P.E.K.K.A

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
Battle Ram Guards Sparky
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards Sparky
Barbarian Barrel
Knight Battle Ram Wizard Guards Executioner Sparky
The Log
Battle Ram Guards Sparky
Earthquake
Guards
Arrows
Guards
Royal Delivery
Knight Battle Ram Wizard Guards Executioner P.E.K.K.A Sparky
Fireball
Battle Ram Wizard Executioner Sparky
Poison
Wizard Guards Executioner Sparky
Lightning
Knight Battle Ram Wizard Executioner Sparky
Rocket
Wizard Executioner Sparky

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Executioner Sparky

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.

Knight Battle Ram Guards Executioner P.E.K.K.A Sparky

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Knight Guards Fireball Battle Ram Wizard Executioner Sparky P.E.K.K.A

Shortest cycle

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

14 Knight Guards Fireball Battle Ram

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.

Knight
Battle Ram Executioner Fireball Wizard Sparky
Fireball
Knight Battle Ram Sparky
Battle Ram
Knight Fireball P.E.K.K.A
Wizard
Knight P.E.K.K.A Sparky
Guards
Executioner
Knight P.E.K.K.A
P.E.K.K.A
Battle Ram Wizard Executioner
Sparky
Knight Fireball Wizard

Defense Synergies 1 7

Knight
Executioner Fireball Wizard Sparky
Fireball
Knight
Battle Ram
Wizard
Knight Guards P.E.K.K.A
Guards
Wizard Executioner Sparky
Executioner
Knight Guards
P.E.K.K.A
Wizard
Sparky
Knight Guards

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.

Knight Fireball Wizard Executioner Sparky
P.E.K.K.A Sparky Knight Executioner
P.E.K.K.A Sparky Knight Executioner
P.E.K.K.A Sparky Knight Guards
Fireball P.E.K.K.A Sparky
Fireball Guards Executioner
Fireball Wizard Executioner
Fireball P.E.K.K.A Sparky
P.E.K.K.A Sparky
Knight Guards Sparky
Guards Executioner Knight Fireball Wizard
Executioner Fireball Wizard
P.E.K.K.A Sparky Knight Fireball Wizard Guards
Fireball Wizard Executioner Sparky Guards P.E.K.K.A
P.E.K.K.A Sparky Knight
Fireball P.E.K.K.A Sparky
Wizard Sparky Knight Fireball Executioner P.E.K.K.A
Fireball Knight Wizard Guards Executioner
Wizard Executioner Knight Fireball Guards
P.E.K.K.A Sparky
Wizard Knight Fireball Guards Executioner P.E.K.K.A Sparky

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Guards Fireball P.E.K.K.A Sparky
Fireball Knight Wizard Executioner
Guards P.E.K.K.A Knight Sparky
Guards P.E.K.K.A Knight Fireball Sparky
P.E.K.K.A Knight Guards Executioner Sparky
Fireball Wizard Executioner
Guards P.E.K.K.A Sparky Knight Fireball
P.E.K.K.A Knight Sparky
P.E.K.K.A Knight Fireball Sparky
P.E.K.K.A Guards Sparky
P.E.K.K.A Knight Guards Sparky
P.E.K.K.A Fireball Guards
P.E.K.K.A Knight Fireball Wizard Guards Executioner Sparky
Wizard Fireball Executioner Sparky
Guards Sparky Knight Fireball Executioner P.E.K.K.A
Executioner Fireball Wizard P.E.K.K.A Sparky
Fireball

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.)

Fireball Knight Guards Sparky
Fireball Executioner
Fireball Sparky
Knight Fireball Guards Sparky
Fireball Wizard Executioner Sparky
Fireball Wizard Executioner
Wizard Executioner Sparky
Fireball Wizard Executioner
Fireball Wizard
Fireball Guards Sparky
Knight Fireball Wizard Sparky
Fireball Wizard Executioner
Knight Fireball Executioner Sparky
Fireball
Fireball Sparky
Fireball Wizard Executioner Sparky
Fireball Wizard Executioner Sparky
Fireball Sparky
Sparky
Fireball Wizard Executioner Sparky
Fireball Wizard
Fireball Sparky
Fireball Wizard
Sparky
Fireball
Fireball Wizard Executioner Sparky
Fireball Wizard Executioner Sparky
Fireball Wizard Sparky
Fireball Sparky
Fireball Wizard Executioner Sparky
Fireball Wizard Guards
Fireball Sparky
Fireball Wizard Sparky
Fireball Sparky
P.E.K.K.A Sparky
Fireball Wizard Sparky
Fireball Guards
Fireball Wizard Executioner
Fireball
Fireball Knight Wizard Executioner Sparky
Fireball Wizard Executioner
Fireball Sparky
Executioner P.E.K.K.A Sparky
Fireball Guards Sparky
Fireball Executioner
Fireball Executioner Sparky
P.E.K.K.A Sparky
Fireball Wizard Sparky

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