My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Inferno Tower Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Mega Minion Giant Prince Ice Wizard Electro Wizard Mega Knight

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.

Mini P.E.K.K.A Giant Prince 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.

Mini P.E.K.K.A Giant Prince 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.

Mini P.E.K.K.A Electro Wizard

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 Snowball
Mega Minion
Zap
Inferno Tower Prince
Barbarian Barrel
Inferno Tower Ice Wizard Electro Wizard
The Log
Mini P.E.K.K.A Prince
Earthquake
Inferno Tower
Arrows
Royal Delivery
Mega Minion Mini P.E.K.K.A Prince Ice Wizard Electro Wizard
Fireball
Mega Minion Inferno Tower Ice Wizard Electro Wizard
Poison
Mega Minion Inferno Tower Ice Wizard Electro Wizard
Lightning
Mega Minion Mini P.E.K.K.A Inferno Tower Prince Ice Wizard Electro Wizard
Rocket
Inferno Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mega Minion Mini P.E.K.K.A Inferno Tower Prince Ice Wizard 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.

Ice Wizard Electro 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.

Mega Minion Ice Wizard Mini P.E.K.K.A Electro Wizard Giant Inferno Tower Prince Mega Knight

Shortest cycle

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

14 Mega Minion Ice Wizard Mini P.E.K.K.A Electro Wizard

Attack Synergies 4 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.

Mega Minion
Giant Mega Knight
Mini P.E.K.K.A
Giant Ice Wizard Electro Wizard Mega Knight
Giant
Mega Minion Mini P.E.K.K.A Prince Ice Wizard Electro Wizard
Inferno Tower
Prince
Giant Mega Knight Ice Wizard Electro Wizard
Ice Wizard
Mini P.E.K.K.A Giant Prince
Electro Wizard
Mini P.E.K.K.A Giant Prince Mega Knight
Mega Knight
Prince Mega Minion Mini P.E.K.K.A Electro Wizard

Defense Synergies 2 12

Mega Minion
Inferno Tower Ice Wizard Electro Wizard Mega Knight
Mini P.E.K.K.A
Electro Wizard Ice Wizard
Giant
Inferno Tower
Electro Wizard Mega Minion Prince Ice Wizard Mega Knight
Prince
Inferno Tower Ice Wizard Electro Wizard
Ice Wizard
Mega Minion Mini P.E.K.K.A Inferno Tower Prince Mega Knight
Electro Wizard
Mini P.E.K.K.A Inferno Tower Mega Minion Prince Mega Knight
Mega Knight
Mega Minion Inferno Tower Ice Wizard Electro Wizard

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.

Mega Minion Inferno Tower Electro Wizard
Mini P.E.K.K.A Inferno Tower Mega Minion Prince Ice Wizard Electro Wizard Mega Knight
Mini P.E.K.K.A Inferno Tower Prince Mega Knight Mega Minion Ice Wizard Electro Wizard
Mini P.E.K.K.A Inferno Tower Prince Mega Minion Ice Wizard Electro Wizard Mega Knight
Mini P.E.K.K.A Prince Mega Knight
Mega Minion Ice Wizard Electro Wizard Mega Knight
Mega Minion Inferno Tower Electro Wizard Ice Wizard
Inferno Tower Electro Wizard Mega Knight
Mini P.E.K.K.A Inferno Tower Prince Ice Wizard
Mini P.E.K.K.A Inferno Tower Prince Ice Wizard Electro Wizard Mega Knight
Ice Wizard Electro Wizard Mega Minion Mega Knight
Mega Minion Inferno Tower Ice Wizard Electro Wizard
Mini P.E.K.K.A Inferno Tower Prince Mega Knight Ice Wizard Electro Wizard
Mega Knight Mega Minion Mini P.E.K.K.A Prince Electro Wizard
Mini P.E.K.K.A Inferno Tower Prince Electro Wizard Mega Knight
Inferno Tower Mini P.E.K.K.A Prince Electro Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Inferno Tower Prince Electro Wizard
Mega Knight Mega Minion Prince Ice Wizard Electro Wizard
Mega Minion Ice Wizard Electro Wizard Mega Knight
Mini P.E.K.K.A Inferno Tower Prince Electro Wizard
Mega Knight Mini P.E.K.K.A Prince Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Inferno Tower Prince Electro Wizard
Electro Wizard Mega Minion Mini P.E.K.K.A Prince Mega Knight
Mega Knight Mini P.E.K.K.A Inferno Tower Prince Electro Wizard
Mini P.E.K.K.A Prince Mega Knight Inferno Tower Electro Wizard
Inferno Tower Mini P.E.K.K.A Prince Mega Knight
Ice Wizard Electro Wizard
Mini P.E.K.K.A Prince Mega Minion Inferno Tower Ice Wizard Electro Wizard
Mini P.E.K.K.A Inferno Tower Mega Knight Prince
Electro Wizard Mega Knight Mega Minion Mini P.E.K.K.A Inferno Tower Prince
Inferno Tower Mega Minion
Mega Knight Mega Minion Mini P.E.K.K.A Inferno Tower Prince
Mega Knight Prince Electro Wizard
Mini P.E.K.K.A Prince Mega Knight Inferno Tower
Mega Knight
Inferno Tower Electro Wizard Mega Minion Mini P.E.K.K.A Prince
Mega Knight Mega Minion Mini P.E.K.K.A Inferno Tower Ice Wizard Electro Wizard
Inferno Tower Ice Wizard Electro Wizard

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.)

Ice Wizard Electro Wizard
Prince
Mega Knight
Mega Minion Ice Wizard
Ice Wizard
Mini P.E.K.K.A Prince Electro Wizard
Prince Electro Wizard
Prince
Mega Knight
Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A Prince Electro Wizard Mega Knight
Mega Knight
Prince Mega Knight
Prince
Ice Wizard Mega Knight
Mega Minion
Ice Wizard Electro Wizard
Prince Mega Knight
Ice Wizard Electro Wizard
Electro Wizard Mega Minion
Mega Minion Mini P.E.K.K.A
Mega Knight
Electro Wizard
Prince Mega Knight
Electro Wizard Prince
Mega Minion Ice Wizard Electro Wizard
Mega Minion Mini P.E.K.K.A Prince Electro Wizard Mega Knight
Mega Minion Prince Mega Knight
Electro Wizard
Electro Wizard
Prince Electro Wizard Mega Knight
Prince
Mega Knight

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