My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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.

Baby Dragon Witch Inferno Dragon Mother 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 Recruits Baby Dragon Witch Prince P.E.K.K.A Inferno Dragon Mother Witch 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.

Royal Recruits 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.

Royal Recruits Baby Dragon Prince P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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.

Royal Recruits Baby Dragon Prince P.E.K.K.A Inferno Dragon Mother Witch 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

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.

Baby Dragon Inferno Dragon Mother Witch Witch Prince Royal Recruits P.E.K.K.A Mega Knight

Shortest cycle

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

17 Baby Dragon Inferno Dragon Mother Witch Witch

Attack Synergies 2 10

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 Recruits
Baby Dragon
Witch Prince P.E.K.K.A Inferno Dragon Mega Knight
Witch
Baby Dragon Prince P.E.K.K.A Mega Knight
Prince
Mega Knight Baby Dragon Witch
P.E.K.K.A
Baby Dragon Witch Mother Witch
Inferno Dragon
Mega Knight Baby Dragon
Mother Witch
P.E.K.K.A Mega Knight
Mega Knight
Prince Inferno Dragon Baby Dragon Witch Mother Witch

Defense Synergies 0 10

Royal Recruits
Baby Dragon
Witch Prince P.E.K.K.A Inferno Dragon Mother Witch Mega Knight
Witch
Baby Dragon Prince Mega Knight
Prince
Baby Dragon Witch
P.E.K.K.A
Baby Dragon
Inferno Dragon
Baby Dragon Mega Knight
Mother Witch
Baby Dragon Mega Knight
Mega Knight
Baby Dragon Witch Inferno Dragon Mother 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.

Royal Recruits Baby Dragon
P.E.K.K.A Inferno Dragon Royal Recruits Witch Prince Mega Knight
Witch Prince P.E.K.K.A Mega Knight Royal Recruits Inferno Dragon
Royal Recruits Witch Prince P.E.K.K.A Inferno Dragon Mega Knight
Royal Recruits Prince P.E.K.K.A Mega Knight
Baby Dragon Mother Witch Mega Knight
Inferno Dragon Baby Dragon Witch
Royal Recruits Baby Dragon P.E.K.K.A Mega Knight
Witch P.E.K.K.A Inferno Dragon Royal Recruits Prince
Royal Recruits Prince Mega Knight
Witch Mother Witch Royal Recruits Baby Dragon Mega Knight
Inferno Dragon Baby Dragon Witch
Royal Recruits Prince P.E.K.K.A Mega Knight Witch
Mega Knight Royal Recruits Baby Dragon Witch Prince P.E.K.K.A
Royal Recruits P.E.K.K.A Inferno Dragon Prince Mega Knight
Royal Recruits Prince P.E.K.K.A Inferno Dragon Mega Knight
Mega Knight Royal Recruits Witch Prince P.E.K.K.A
Mega Knight Royal Recruits Baby Dragon Witch Prince
Baby Dragon Witch Royal Recruits Inferno Dragon Mother Witch Mega Knight
P.E.K.K.A Royal Recruits Prince Inferno Dragon
Royal Recruits Mega Knight Baby Dragon Witch Prince P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Royal Recruits Mega Knight Witch Prince P.E.K.K.A
Baby Dragon Prince Inferno Dragon Mega Knight
Royal Recruits P.E.K.K.A Mega Knight Witch Prince
Royal Recruits Prince P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Witch Prince Inferno Dragon Mega Knight
Mother Witch Baby Dragon Witch
Royal Recruits Prince P.E.K.K.A Witch
P.E.K.K.A Mega Knight Royal Recruits Prince Inferno Dragon
Royal Recruits P.E.K.K.A Mega Knight Baby Dragon Witch Prince Inferno Dragon
Royal Recruits Witch P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Royal Recruits Witch Prince
Royal Recruits P.E.K.K.A Mega Knight Prince
Royal Recruits Prince P.E.K.K.A Mega Knight Witch
Royal Recruits Baby Dragon Witch Mega Knight
Royal Recruits Witch Baby Dragon Prince P.E.K.K.A Inferno Dragon
Mega Knight Royal Recruits Baby Dragon Witch P.E.K.K.A Inferno Dragon Mother Witch

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 Recruits Baby Dragon
Baby Dragon
Baby Dragon
Royal Recruits Prince
Baby Dragon Mega Knight
Mother Witch Baby Dragon Witch
Baby Dragon Witch
Baby Dragon
Prince
Royal Recruits Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Baby Dragon Witch
Royal Recruits Baby Dragon Mega Knight
Baby Dragon Prince Mega Knight
Baby Dragon Witch Mother Witch Mega Knight
Baby Dragon Prince Mega Knight
Prince
Royal Recruits Baby Dragon
Mother Witch Baby Dragon Witch Mega Knight
Witch Inferno Dragon
Baby Dragon Witch
Baby Dragon Witch Prince Mega Knight
Baby Dragon
Baby Dragon Witch Mother Witch
Witch
Mega Knight
P.E.K.K.A Prince Mega Knight
Royal Recruits Witch Prince
Baby Dragon Witch
Baby Dragon Prince Mega Knight
Baby Dragon
Royal Recruits Prince P.E.K.K.A Mega Knight
Royal Recruits Baby Dragon Witch
Witch
Royal Recruits Baby Dragon Witch Prince Mega Knight
Prince P.E.K.K.A Inferno Dragon
Mega Knight

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