My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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!
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.

Witch Electro Wizard

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.

Battle Ram Witch Royal Ghost Bandit Electro Wizard Mega Knight Skeleton King

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.

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 Battle Ram Royal Ghost Bandit 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 Battle Ram Royal Ghost Bandit Mega Knight Skeleton King

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 Royal Ghost Bandit 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
Battle Ram Bandit Skeleton King
Giant Snowball
Battle Ram Witch Skeleton King
Zap
Battle Ram Witch Bandit Skeleton King
Barbarian Barrel
Battle Ram Witch Royal Ghost Bandit Electro Wizard Skeleton King
The Log
Mini P.E.K.K.A Battle Ram Witch Bandit Skeleton King
Earthquake
Witch Skeleton King
Arrows
Witch Skeleton King
Royal Delivery
Mini P.E.K.K.A Battle Ram Witch Royal Ghost Bandit Electro Wizard Skeleton King
Fireball
Battle Ram Witch Bandit Electro Wizard Skeleton King
Poison
Witch Electro Wizard Skeleton King
Lightning
Mini P.E.K.K.A Battle Ram Witch Bandit Electro Wizard Skeleton King
Rocket
Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Royal Ghost Mega Knight Skeleton King

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.

Mini P.E.K.K.A Battle Ram Royal Ghost 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.

Witch 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.

Royal Ghost Bandit Mini P.E.K.K.A Battle Ram Electro Wizard Skeleton King Witch Mega Knight

Shortest cycle

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

14 Royal Ghost Bandit Mini P.E.K.K.A Battle Ram

Attack Synergies 1 15

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
Electro Wizard Mega Knight
Battle Ram
Bandit Witch Royal Ghost Electro Wizard
Witch
Battle Ram Royal Ghost Bandit Mega Knight Skeleton King
Royal Ghost
Battle Ram Witch Bandit Electro Wizard Mega Knight
Bandit
Battle Ram Witch Royal Ghost Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Battle Ram Royal Ghost Bandit Mega Knight
Mega Knight
Mini P.E.K.K.A Witch Royal Ghost Bandit Electro Wizard
Skeleton King
Witch

Defense Synergies 1 11

Mini P.E.K.K.A
Electro Wizard Witch Royal Ghost
Battle Ram
Witch
Mini P.E.K.K.A Royal Ghost Bandit Electro Wizard Mega Knight
Royal Ghost
Mini P.E.K.K.A Witch Electro Wizard Mega Knight
Bandit
Witch Electro Wizard Mega Knight
Electro Wizard
Mini P.E.K.K.A Witch Royal Ghost Bandit Mega Knight
Mega Knight
Witch Royal Ghost Bandit Electro Wizard
Skeleton King

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.

Electro Wizard
Mini P.E.K.K.A Witch Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bandit Electro Wizard
Mini P.E.K.K.A Witch Bandit Electro Wizard Mega Knight Skeleton King
Mini P.E.K.K.A Mega Knight
Royal Ghost Bandit Electro Wizard Mega Knight
Electro Wizard Witch
Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Witch Skeleton King
Mini P.E.K.K.A Royal Ghost Bandit Electro Wizard Mega Knight
Witch Electro Wizard Royal Ghost Bandit Mega Knight Skeleton King
Witch Electro Wizard
Mini P.E.K.K.A Mega Knight Witch Bandit Electro Wizard
Mega Knight Mini P.E.K.K.A Witch Royal Ghost Electro Wizard Skeleton King
Mini P.E.K.K.A Bandit Electro Wizard Mega Knight Skeleton King
Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Witch Electro Wizard
Mega Knight Witch Royal Ghost Bandit Electro Wizard
Witch Royal Ghost Bandit Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Royal Ghost Mega Knight Mini P.E.K.K.A Witch Bandit 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 Witch Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Mini P.E.K.K.A Royal Ghost Mega Knight
Bandit Mega Knight Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Mega Knight Bandit Electro Wizard
Mini P.E.K.K.A Witch Bandit Mega Knight
Witch Electro Wizard
Mini P.E.K.K.A Witch Bandit Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Mini P.E.K.K.A Witch Bandit
Witch
Mega Knight Mini P.E.K.K.A Witch
Mega Knight Electro Wizard
Mini P.E.K.K.A Mega Knight Witch Bandit Skeleton King
Witch Mega Knight
Witch Electro Wizard Mini P.E.K.K.A Skeleton King
Mega Knight Mini P.E.K.K.A Witch Royal Ghost Electro Wizard Skeleton King

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.)

Royal Ghost Bandit
Royal Ghost Bandit Electro Wizard
Bandit
Mega Knight
Witch
Witch
Bandit
Mini P.E.K.K.A Electro Wizard
Bandit Electro Wizard
Bandit
Bandit
Witch Bandit
Bandit Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Bandit Electro Wizard Mega Knight
Witch Mega Knight
Mega Knight
Witch Mega Knight
Witch
Witch Royal Ghost Bandit Electro Wizard
Witch Bandit Mega Knight
Bandit
Witch Electro Wizard
Electro Wizard Witch
Mini P.E.K.K.A
Bandit Mega Knight
Electro Wizard
Mega Knight
Electro Wizard Witch Bandit
Witch Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Skeleton King
Mega Knight
Witch Electro Wizard Skeleton King
Witch Electro Wizard
Witch Royal Ghost Bandit Electro Wizard Mega Knight

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