My Best Clash Royale Deck

Deck Check Rating

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

4 problems 2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

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 P.E.K.K.A Fisherman Sparky Mega Knight Goblinstein

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.

Tornado Lightning

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.

Lightning

Dropped at the bridge

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

Knight P.E.K.K.A Mega 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
Fisherman Sparky
Giant Snowball
Fisherman
Zap
Fisherman Sparky
Barbarian Barrel
Knight Sparky
The Log
Fisherman Sparky
Earthquake
Arrows
Royal Delivery
Knight P.E.K.K.A Fisherman Sparky
Fireball
Fisherman Sparky
Poison
Fisherman Sparky
Lightning
Knight Fisherman Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado 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.

Knight Tornado P.E.K.K.A Sparky 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.

Knight Tornado Fisherman Goblinstein Lightning Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

14 Knight Tornado Fisherman Goblinstein

Attack Synergies 2 5

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
Sparky
Tornado
P.E.K.K.A Sparky Mega Knight
Lightning
P.E.K.K.A
Tornado Fisherman
Fisherman
P.E.K.K.A Sparky Mega Knight
Sparky
Tornado Knight Fisherman
Mega Knight
Tornado Fisherman
Goblinstein

Defense Synergies 2 7

Knight
Tornado Fisherman Sparky
Tornado
P.E.K.K.A Sparky Knight Sparky Mega Knight
Lightning
P.E.K.K.A
Tornado Fisherman
Fisherman
Knight P.E.K.K.A Mega Knight
Sparky
Tornado Knight Tornado
Mega Knight
Tornado Fisherman
Goblinstein

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 Knight Sparky
P.E.K.K.A Sparky Knight Fisherman Mega Knight
Tornado P.E.K.K.A Fisherman Sparky Mega Knight Knight Lightning
P.E.K.K.A Sparky Knight Fisherman Mega Knight
Lightning Tornado P.E.K.K.A Sparky Mega Knight
Tornado Mega Knight
Tornado Lightning
Lightning P.E.K.K.A Sparky Mega Knight
P.E.K.K.A Sparky Tornado Fisherman
Knight Tornado Fisherman Sparky Mega Knight
Knight Tornado Fisherman Mega Knight
Tornado
P.E.K.K.A Sparky Mega Knight Knight Lightning
Sparky Mega Knight Tornado P.E.K.K.A
P.E.K.K.A Sparky Knight Mega Knight
Tornado Lightning P.E.K.K.A Fisherman Sparky Mega Knight
Sparky Mega Knight Knight Tornado P.E.K.K.A Fisherman
Mega Knight Knight Tornado Fisherman
Tornado Knight Fisherman Mega Knight
P.E.K.K.A Sparky Tornado Fisherman
Mega Knight Knight P.E.K.K.A Fisherman Sparky
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 Mega Knight P.E.K.K.A Fisherman Sparky
Knight Lightning Fisherman Mega Knight
P.E.K.K.A Mega Knight Knight Lightning Fisherman Sparky
Lightning P.E.K.K.A Mega Knight Knight Tornado Fisherman Sparky
P.E.K.K.A Knight Fisherman Sparky Mega Knight
Tornado
P.E.K.K.A Sparky Knight Lightning
P.E.K.K.A Mega Knight Knight Fisherman Sparky
Lightning P.E.K.K.A Mega Knight Knight Tornado Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Knight Sparky
Lightning P.E.K.K.A Mega Knight Tornado
Lightning P.E.K.K.A Mega Knight Knight Sparky
Sparky Mega Knight
Sparky Knight Tornado Lightning P.E.K.K.A Fisherman
Mega Knight P.E.K.K.A Sparky

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 Knight Sparky
Tornado Fisherman
Lightning Sparky
Lightning Knight Sparky
Sparky Mega Knight
Tornado
Tornado Sparky
Tornado Lightning
Tornado Lightning Fisherman
Lightning Tornado Fisherman Sparky
Lightning Knight Tornado Fisherman Sparky
Lightning Tornado
Lightning Knight Fisherman Sparky
Lightning Fisherman
Lightning Fisherman Sparky
Lightning Sparky
Lightning Sparky Mega Knight
Lightning Tornado Sparky
Lightning Fisherman Sparky
Lightning Fisherman Sparky Mega Knight
Lightning Tornado Mega Knight
Lightning Sparky Mega Knight
Lightning Tornado
Tornado Lightning Fisherman Sparky
Lightning
Tornado Sparky Mega Knight
Fisherman
Tornado Lightning Fisherman Sparky
Lightning Tornado Fisherman Sparky Mega Knight
Lightning Tornado Fisherman Sparky
Lightning Tornado Sparky
Lightning
Lightning Sparky
Lightning Sparky Mega Knight
Lightning Sparky
P.E.K.K.A Sparky Mega Knight
Lightning Sparky
Lightning
Lightning Tornado
Lightning Knight Sparky Mega Knight
Lightning
Lightning Tornado Sparky
P.E.K.K.A Sparky Mega Knight
Tornado Lightning Sparky
Tornado Lightning
Lightning Tornado Sparky Mega Knight
P.E.K.K.A Sparky
Lightning Sparky Mega Knight

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