My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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 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.

Wizard Electro Wizard Inferno Dragon

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 P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight Monk

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.

Rage Void

Punishments

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

Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

P.E.K.K.A 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.

Electro Wizard Monk

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
Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Wizard Electro Wizard
The Log
Earthquake
Arrows
Royal Delivery
Wizard P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Wizard Electro Wizard Inferno Dragon
Poison
Wizard Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon Monk
Rocket
Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage P.E.K.K.A Inferno Dragon 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 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.

Rage Void Electro Wizard Inferno Dragon Wizard Monk P.E.K.K.A Mega Knight

Shortest cycle

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

13 Rage Void Electro Wizard Inferno Dragon

Attack Synergies 2 5

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.

Wizard
Rage P.E.K.K.A Mega Knight
Rage
Wizard Electro Wizard
Void
P.E.K.K.A
Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Rage Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Wizard Electro Wizard
Monk

Defense Synergies 0 7

Wizard
P.E.K.K.A Electro Wizard Mega Knight
Rage
Void
P.E.K.K.A
Wizard Electro Wizard
Electro Wizard
Wizard P.E.K.K.A Inferno Dragon Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Mega Knight
Wizard Electro Wizard Inferno Dragon
Monk

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 Void Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight Monk
P.E.K.K.A Mega Knight Void Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight Monk
P.E.K.K.A Mega Knight Monk
Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Wizard Void
Void P.E.K.K.A Electro Wizard Mega Knight Monk
P.E.K.K.A Inferno Dragon
Electro Wizard Mega Knight
Electro Wizard Wizard Mega Knight
Inferno Dragon Wizard Electro Wizard
P.E.K.K.A Mega Knight Wizard Electro Wizard
Wizard Mega Knight P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Monk P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Wizard Mega Knight P.E.K.K.A Electro Wizard
Mega Knight Wizard Electro Wizard
Wizard Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Mega Knight P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mega Knight Void P.E.K.K.A Electro Wizard
Void Electro Wizard Wizard Inferno Dragon Mega Knight Monk
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Electro Wizard Monk
P.E.K.K.A Inferno Dragon Mega Knight
Wizard Electro Wizard Monk
P.E.K.K.A Void Electro Wizard
P.E.K.K.A Mega Knight Inferno Dragon
Void P.E.K.K.A Electro Wizard Mega Knight Inferno Dragon Monk
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Monk Void Electro Wizard
P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight
Electro Wizard P.E.K.K.A Inferno Dragon Monk
Mega Knight Wizard P.E.K.K.A Electro Wizard Inferno Dragon
Void Electro 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.)

Void Monk
Void Monk Electro Wizard
Void
Void
Wizard Mega Knight
Wizard Monk
Wizard
Wizard
Void Monk Wizard
Void Electro Wizard
Void Monk Wizard Electro Wizard
Void Monk Wizard
Void
Void Monk
Wizard
Wizard Mega Knight
Monk
Void Wizard Electro Wizard Mega Knight Monk
Wizard Void Mega Knight Monk
Void Mega Knight Monk
Wizard Void
Void Monk
Void Monk
Wizard Mega Knight
Inferno Dragon
Void Wizard Electro Wizard Monk
Void Wizard Mega Knight Monk
Void
Wizard Void Electro Wizard
Electro Wizard Wizard Void
Void
Void Wizard Mega Knight
Void Electro Wizard Monk
P.E.K.K.A Mega Knight
Wizard Monk
Electro Wizard Void
Wizard Electro Wizard Monk
Void Wizard Electro Wizard Mega Knight
Wizard
Void Monk
P.E.K.K.A Mega Knight
Electro Wizard
Void Electro Wizard
Void Electro Wizard Mega Knight Monk
P.E.K.K.A Inferno Dragon
Wizard Void Mega Knight Monk
Void

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