My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Wizard Witch Ram Rider

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.

Wizard Witch Ram Rider Sparky Mega Knight

Offensive cards

Win conditions

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

Hog Rider Ram Rider

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 Hog Rider Ram Rider 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 Hog Rider Ram Rider 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 Hog Rider Ram Rider

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
Hog Rider Skeleton Army Ram Rider Sparky
Giant Snowball
Hog Rider Skeleton Army Witch Ram Rider
Zap
Skeleton Army Witch Ram Rider Sparky
Barbarian Barrel
Wizard Skeleton Army Witch Sparky
The Log
Mini P.E.K.K.A Hog Rider Skeleton Army Witch Ram Rider Sparky
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Mini P.E.K.K.A Hog Rider Wizard Skeleton Army Witch Ram Rider Sparky
Fireball
Hog Rider Wizard Skeleton Army Witch Ram Rider Sparky
Poison
Wizard Skeleton Army Witch Sparky
Lightning
Mini P.E.K.K.A Wizard Witch Ram Rider Sparky
Rocket
Hog Rider Wizard Witch Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Sparky 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.

Mini P.E.K.K.A Skeleton Army Sparky Mega Knight

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.

Skeleton Army

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.

Skeleton Army Mini P.E.K.K.A Hog Rider Wizard Witch Ram Rider Sparky Mega Knight

Shortest cycle

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

16 Skeleton Army Mini P.E.K.K.A Hog Rider Wizard

Attack Synergies 1 14

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.

Mini P.E.K.K.A
Sparky Hog Rider Wizard Ram Rider Mega Knight
Hog Rider
Mini P.E.K.K.A Wizard Witch Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Ram Rider Sparky Mega Knight
Skeleton Army
Sparky
Witch
Hog Rider Ram Rider Mega Knight
Ram Rider
Mini P.E.K.K.A Wizard Witch Mega Knight
Sparky
Mini P.E.K.K.A Wizard Skeleton Army
Mega Knight
Mini P.E.K.K.A Hog Rider Wizard Witch Ram Rider

Defense Synergies 0 8

Mini P.E.K.K.A
Wizard Skeleton Army Witch Ram Rider
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army
Mini P.E.K.K.A Wizard Sparky
Witch
Mini P.E.K.K.A Mega Knight
Ram Rider
Mini P.E.K.K.A
Sparky
Skeleton Army
Mega Knight
Wizard 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.

Wizard Ram Rider Sparky
Mini P.E.K.K.A Skeleton Army Sparky Witch Ram Rider Mega Knight
Mini P.E.K.K.A Skeleton Army Witch Ram Rider Sparky Mega Knight
Mini P.E.K.K.A Skeleton Army Witch Sparky Ram Rider Mega Knight
Mini P.E.K.K.A Skeleton Army Sparky Mega Knight
Skeleton Army Mega Knight
Ram Rider Wizard Witch
Ram Rider Sparky Mega Knight
Mini P.E.K.K.A Witch Sparky Skeleton Army
Skeleton Army Mini P.E.K.K.A Sparky Mega Knight
Skeleton Army Witch Wizard Ram Rider Mega Knight
Wizard Witch Ram Rider
Mini P.E.K.K.A Skeleton Army Sparky Mega Knight Wizard Witch Ram Rider
Wizard Skeleton Army Sparky Mega Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Sparky Ram Rider Mega Knight
Skeleton Army Mini P.E.K.K.A Ram Rider Sparky Mega Knight
Wizard Sparky Mega Knight Mini P.E.K.K.A Skeleton Army Witch
Mega Knight Wizard Skeleton Army Witch Ram Rider
Wizard Witch Ram Rider Mega Knight
Mini P.E.K.K.A Sparky Ram Rider
Wizard Skeleton Army Mega Knight Mini P.E.K.K.A Witch Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Mega Knight Witch Sparky
Mini P.E.K.K.A Wizard Mega Knight
Skeleton Army Mega Knight Mini P.E.K.K.A Witch Ram Rider Sparky
Mini P.E.K.K.A Skeleton Army Mega Knight Ram Rider Sparky
Mini P.E.K.K.A Skeleton Army Witch Ram Rider Sparky Mega Knight
Wizard Witch Ram Rider
Mini P.E.K.K.A Skeleton Army Sparky Witch Ram Rider
Mini P.E.K.K.A Mega Knight Skeleton Army Sparky
Mega Knight Mini P.E.K.K.A Skeleton Army Witch Sparky
Witch Skeleton Army Sparky
Mega Knight Mini P.E.K.K.A Witch Sparky
Skeleton Army Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Witch Ram Rider Sparky
Wizard Skeleton Army Witch Sparky Mega Knight
Skeleton Army Witch Sparky Mini P.E.K.K.A
Mega Knight Mini P.E.K.K.A Wizard Witch 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.)

Sparky
Ram Rider
Sparky
Sparky
Wizard Sparky Mega Knight
Wizard Witch Ram Rider
Wizard Witch Sparky
Wizard Ram Rider
Wizard Ram Rider
Mini P.E.K.K.A Sparky
Wizard Ram Rider Sparky
Wizard
Sparky
Sparky
Wizard Witch Sparky
Wizard Sparky Mega Knight
Sparky
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Wizard Sparky Mega Knight
Wizard Witch Mega Knight
Sparky Mega Knight
Wizard
Sparky
Wizard Witch Sparky Mega Knight
Witch
Wizard Witch Ram Rider Sparky
Wizard Witch Ram Rider Sparky Mega Knight
Sparky
Wizard Witch Sparky
Wizard Witch
Mini P.E.K.K.A Sparky
Wizard Sparky Mega Knight
Sparky
Sparky Mega Knight
Wizard Sparky
Skeleton Army Witch
Wizard Witch Ram Rider
Mini P.E.K.K.A Wizard Sparky Mega Knight
Wizard
Sparky
Sparky Mega Knight
Witch Sparky
Witch
Witch Sparky Mega Knight
Sparky
Wizard Sparky Mega Knight

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