My Best Clash Royale Deck

Deck Check Rating

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

1 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 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

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 Giant Electro Wizard Sparky Mega Knight

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Rocket Rage

Punishments

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

Electro Giant Mega Knight

Pump responses

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

Rocket

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 Electro Giant 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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Electro Giant Sparky 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.

Rocket Rage P.E.K.K.A Electro Giant Sparky 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 Electro Wizard Wizard Rocket Sparky P.E.K.K.A Electro Giant Mega Knight

Shortest cycle

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

17 Rage Electro Wizard Wizard Rocket

Attack Synergies 2 9

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 Sparky Mega Knight
Rocket
Electro Giant
Rage
Sparky Wizard Electro Wizard
P.E.K.K.A
Electro Wizard Wizard
Electro Giant
Rocket Sparky
Electro Wizard
P.E.K.K.A Rage Sparky Mega Knight
Sparky
Rage Wizard Electro Giant Electro Wizard
Mega Knight
Wizard Electro Wizard

Defense Synergies 0 5

Wizard
P.E.K.K.A Electro Wizard Mega Knight
Rocket
Rage
P.E.K.K.A
Wizard Electro Wizard
Electro Giant
Electro Wizard
Wizard P.E.K.K.A Mega Knight
Sparky
Mega Knight
Wizard Electro Wizard

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.

Rocket Wizard Electro Wizard Sparky
P.E.K.K.A Sparky Electro Wizard Mega Knight
Rocket P.E.K.K.A Sparky Mega Knight Electro Wizard
P.E.K.K.A Sparky Electro Wizard Mega Knight
Rocket P.E.K.K.A Sparky Mega Knight
Electro Wizard Mega Knight
Rocket Electro Wizard Wizard
Rocket P.E.K.K.A Electro Giant Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Electro Wizard Sparky Mega Knight
Electro Wizard Wizard Electro Giant Mega Knight
Wizard Electro Wizard
P.E.K.K.A Sparky Mega Knight Wizard Rocket Electro Wizard
Wizard Rocket Sparky Mega Knight P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard Mega Knight
Rocket P.E.K.K.A Electro Giant Electro Wizard Sparky Mega Knight
Wizard Sparky Mega Knight P.E.K.K.A Electro Wizard
Mega Knight Wizard Electro Wizard
Wizard Electro Wizard Mega Knight
P.E.K.K.A Sparky Electro Wizard
Wizard Mega Knight P.E.K.K.A Electro Giant Electro Wizard Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Electro Giant Electro Wizard Sparky
Electro Wizard Wizard Rocket Mega Knight
P.E.K.K.A Mega Knight Rocket Electro Wizard Sparky
Rocket P.E.K.K.A Mega Knight Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Wizard Rocket Electro Giant Electro Wizard
Rocket P.E.K.K.A Sparky Electro Wizard
P.E.K.K.A Mega Knight Sparky
Rocket P.E.K.K.A Electro Wizard Mega Knight Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Sparky
Rocket P.E.K.K.A Mega Knight Electro Giant Electro Wizard
Rocket P.E.K.K.A Mega Knight Wizard Sparky
Wizard Electro Giant Sparky Mega Knight
Electro Giant Electro Wizard Sparky Rocket P.E.K.K.A
Mega Knight Wizard P.E.K.K.A Electro Giant Electro Wizard Sparky
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.)

Rocket Sparky
Electro Wizard
Rocket Sparky
Rocket Sparky
Wizard Rocket Sparky Mega Knight
Wizard Electro Giant Rocket
Wizard Sparky
Wizard
Wizard
Rocket Electro Wizard Sparky
Rocket Wizard Electro Wizard Sparky
Wizard Rocket
Rocket Sparky
Rocket
Sparky
Rocket Wizard Sparky
Wizard Rocket Sparky Mega Knight
Rocket Sparky
Rocket Sparky
Rocket Wizard Electro Wizard Sparky Mega Knight
Rocket Wizard Electro Giant Mega Knight
Rocket Sparky Mega Knight
Rocket Wizard
Rocket Sparky
Rocket
Electro Giant Wizard Sparky Mega Knight
Wizard Electro Wizard Sparky
Wizard Sparky Mega Knight
Rocket Sparky
Wizard Electro Giant Electro Wizard Sparky
Rocket Electro Wizard Wizard Electro Giant
Sparky
Wizard Rocket Sparky Mega Knight
Rocket Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Rocket Wizard Sparky
Electro Wizard Rocket
Rocket Wizard Electro Wizard
Wizard Rocket Electro Wizard Sparky Mega Knight
Wizard
Rocket Electro Giant Sparky
P.E.K.K.A Sparky Mega Knight
Electro Giant Rocket Electro Wizard Sparky
Rocket Electro Wizard
Rocket Electro Giant Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Wizard Rocket Sparky Mega Knight

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