My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!
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 Ice 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.

Wizard Prince P.E.K.K.A Ice Wizard Royal Ghost Bandit Mega Knight

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.

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 Prince 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 Prince P.E.K.K.A Royal Ghost Bandit 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 Royal Ghost Bandit

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
Prince Bandit
Giant Snowball
Zap
Prince Bandit
Barbarian Barrel
Wizard Ice Wizard Royal Ghost Bandit
The Log
Mini P.E.K.K.A Prince Bandit
Earthquake
Arrows
Royal Delivery
Mini P.E.K.K.A Wizard Prince P.E.K.K.A Ice Wizard Royal Ghost Bandit
Fireball
Wizard Ice Wizard Bandit
Poison
Wizard Ice Wizard
Lightning
Mini P.E.K.K.A Wizard Prince Ice Wizard Bandit
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Ice Wizard Royal Ghost 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 Prince P.E.K.K.A Ice Wizard 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.

Wizard Ice 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.

Ice Wizard Royal Ghost Bandit Mini P.E.K.K.A Wizard Prince P.E.K.K.A Mega Knight

Shortest cycle

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

13 Ice Wizard Royal Ghost Bandit Mini P.E.K.K.A

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
Wizard Ice Wizard Mega Knight
Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Royal Ghost Bandit Mega Knight
Prince
Mega Knight Wizard Ice Wizard Royal Ghost
P.E.K.K.A
Wizard Ice Wizard
Ice Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Bandit
Royal Ghost
Wizard Prince Bandit Mega Knight
Bandit
Wizard Ice Wizard Royal Ghost Mega Knight
Mega Knight
Prince Mini P.E.K.K.A Wizard Royal Ghost Bandit

Defense Synergies 0 15

Mini P.E.K.K.A
Wizard Ice Wizard Royal Ghost
Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Ice Wizard Royal Ghost Bandit Mega Knight
Prince
Wizard Ice Wizard
P.E.K.K.A
Wizard Ice Wizard
Ice Wizard
Mini P.E.K.K.A Wizard Prince P.E.K.K.A Bandit Mega Knight
Royal Ghost
Mini P.E.K.K.A Wizard Mega Knight
Bandit
Wizard Ice Wizard Mega Knight
Mega Knight
Wizard Ice Wizard Royal Ghost Bandit

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
Mini P.E.K.K.A P.E.K.K.A Prince Ice Wizard Bandit Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Ice Wizard Bandit
Mini P.E.K.K.A Prince P.E.K.K.A Ice Wizard Bandit Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight
Ice Wizard Royal Ghost Bandit Mega Knight
Wizard Ice Wizard
P.E.K.K.A Bandit Mega Knight
Mini P.E.K.K.A P.E.K.K.A Prince Ice Wizard
Mini P.E.K.K.A Prince Ice Wizard Royal Ghost Bandit Mega Knight
Ice Wizard Wizard Royal Ghost Bandit Mega Knight
Wizard Ice Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Wizard Ice Wizard Bandit
Wizard Mega Knight Mini P.E.K.K.A Prince P.E.K.K.A Royal Ghost
Mini P.E.K.K.A P.E.K.K.A Prince Bandit Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A Bandit Mega Knight
Wizard Mega Knight Mini P.E.K.K.A Prince P.E.K.K.A
Mega Knight Wizard Prince Ice Wizard Royal Ghost Bandit
Wizard Ice Wizard Royal Ghost Bandit Mega Knight
Mini P.E.K.K.A P.E.K.K.A Prince
Wizard Royal Ghost Mega Knight Mini P.E.K.K.A Prince P.E.K.K.A Bandit
P.E.K.K.A Mini P.E.K.K.A

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 Prince P.E.K.K.A Royal Ghost Bandit
Bandit Mini P.E.K.K.A Wizard Prince Royal Ghost Mega Knight
P.E.K.K.A Bandit Mega Knight Mini P.E.K.K.A Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Bandit
P.E.K.K.A Mini P.E.K.K.A Prince Bandit Mega Knight
Wizard Ice Wizard
Mini P.E.K.K.A Prince P.E.K.K.A Ice Wizard Bandit
Mini P.E.K.K.A P.E.K.K.A Mega Knight Prince
P.E.K.K.A Mega Knight Mini P.E.K.K.A Prince Bandit
P.E.K.K.A
P.E.K.K.A Mega Knight Mini P.E.K.K.A Prince
P.E.K.K.A Mega Knight Prince
Mini P.E.K.K.A Prince P.E.K.K.A Mega Knight Wizard Bandit
Wizard Mega Knight
Mini P.E.K.K.A Prince P.E.K.K.A
Mega Knight Mini P.E.K.K.A Wizard P.E.K.K.A Ice Wizard Royal Ghost
Ice 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.)

Royal Ghost Bandit
Ice Wizard Royal Ghost Bandit
Bandit
Prince
Wizard Mega Knight
Wizard Ice Wizard
Wizard
Wizard Ice Wizard
Wizard Bandit
Mini P.E.K.K.A Prince
Wizard Prince Bandit
Wizard
Bandit
Bandit
Prince
Wizard Bandit
Wizard Bandit Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Prince Bandit Mega Knight
Wizard Mega Knight
Prince Mega Knight
Wizard
Prince
Wizard Ice Wizard Mega Knight
Wizard Ice Wizard Royal Ghost Bandit
Wizard Prince Bandit Mega Knight
Bandit
Wizard Ice Wizard
Wizard
Mini P.E.K.K.A
Wizard Bandit Mega Knight
P.E.K.K.A Prince Mega Knight
Wizard
Prince Bandit
Wizard Ice Wizard
Mini P.E.K.K.A Wizard Prince Mega Knight
Wizard
Prince P.E.K.K.A Mega Knight
Prince Royal Ghost Bandit Mega Knight
Prince P.E.K.K.A
Wizard Mega Knight

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