My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Witch

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.

Royal Giant Baby Dragon Witch P.E.K.K.A Golem Mega Knight

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Freeze

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Goblin Barrel Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

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

Royal Giant Baby Dragon P.E.K.K.A Golem 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.

Goblin Barrel Golem

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
Royal Giant Goblin Barrel
Giant Snowball
Goblin Barrel Baby Dragon Witch
Zap
Royal Giant Goblin Barrel Witch
Barbarian Barrel
Goblin Barrel Witch
The Log
Royal Giant Goblin Barrel Witch
Earthquake
Goblin Barrel Witch
Arrows
Goblin Barrel Witch
Royal Delivery
Goblin Barrel Baby Dragon Witch P.E.K.K.A
Fireball
Goblin Barrel Baby Dragon Witch
Poison
Witch
Lightning
Baby Dragon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Freeze 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.

Baby Dragon Freeze P.E.K.K.A Golem 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.

Royal Giant Goblin Barrel

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.

Goblin Barrel 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.

Goblin Barrel Baby Dragon Freeze Witch Royal Giant P.E.K.K.A Mega Knight Golem

Shortest cycle

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

16 Goblin Barrel Baby Dragon Freeze Witch

Attack Synergies 2 12

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.

Royal Giant
Goblin Barrel Baby Dragon Witch
Goblin Barrel
Royal Giant Baby Dragon P.E.K.K.A Golem Mega Knight
Baby Dragon
Golem Royal Giant Goblin Barrel Witch P.E.K.K.A Mega Knight
Freeze
Witch
Royal Giant Baby Dragon P.E.K.K.A Golem Mega Knight
P.E.K.K.A
Goblin Barrel Baby Dragon Witch
Golem
Baby Dragon Goblin Barrel Witch
Mega Knight
Goblin Barrel Baby Dragon Witch

Defense Synergies 0 5

Royal Giant
Goblin Barrel
Baby Dragon
Witch P.E.K.K.A Mega Knight
Freeze
Mega Knight
Witch
Baby Dragon Mega Knight
P.E.K.K.A
Baby Dragon
Golem
Mega Knight
Baby Dragon Freeze 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.

Baby Dragon
P.E.K.K.A Witch Mega Knight
Witch P.E.K.K.A Mega Knight Freeze
Witch P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Freeze Baby Dragon Mega Knight
Baby Dragon Freeze Witch
Baby Dragon P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Mega Knight
Witch Baby Dragon Freeze Mega Knight
Baby Dragon Witch
P.E.K.K.A Mega Knight Freeze Witch
Mega Knight Baby Dragon Freeze Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Mega Knight
Mega Knight Witch P.E.K.K.A
Mega Knight Baby Dragon Witch
Baby Dragon Freeze Witch Mega Knight
P.E.K.K.A
Mega Knight Baby Dragon Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Witch P.E.K.K.A
Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Witch Mega Knight
Baby Dragon Freeze Witch
P.E.K.K.A Witch
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Mega Knight Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Witch
Baby Dragon Witch Mega Knight
Witch Baby Dragon Freeze P.E.K.K.A
Mega Knight Baby Dragon Freeze Witch P.E.K.K.A

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.)

Baby Dragon Freeze
Baby Dragon
Baby Dragon
Freeze
Baby Dragon Mega Knight
Baby Dragon Freeze Witch
Baby Dragon Witch
Baby Dragon Freeze
Baby Dragon
Baby Dragon
Baby Dragon Freeze
Baby Dragon
Baby Dragon Witch
Baby Dragon Mega Knight
Freeze
Baby Dragon Mega Knight
Baby Dragon Witch Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Freeze Baby Dragon Witch Mega Knight
Witch
Baby Dragon Witch
Baby Dragon Witch Mega Knight
Baby Dragon
Baby Dragon Witch
Freeze Witch
Mega Knight
Freeze
P.E.K.K.A Mega Knight
Freeze Witch
Baby Dragon Witch
Freeze
Baby Dragon Mega Knight
Baby Dragon
P.E.K.K.A Mega Knight
Baby Dragon Freeze Witch
Witch
Baby Dragon Freeze Witch Mega Knight
P.E.K.K.A
Mega Knight

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