My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 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.

Wizard Witch Giant Skeleton P.E.K.K.A Electro Giant Mega Knight Goblinstein

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

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.

Giant Skeleton 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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Electro Giant 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 Giant Skeleton P.E.K.K.A Electro Giant 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 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.

Wizard Witch Goblinstein Rocket Giant Skeleton P.E.K.K.A Electro Giant Mega Knight

Shortest cycle

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

21 Wizard Witch Goblinstein Rocket

Attack Synergies 1 7

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
Giant Skeleton P.E.K.K.A Mega Knight
Rocket
Electro Giant
Witch
Giant Skeleton P.E.K.K.A Mega Knight
Giant Skeleton
Wizard Witch
P.E.K.K.A
Goblinstein Wizard Witch
Electro Giant
Rocket
Mega Knight
Wizard Witch
Goblinstein
P.E.K.K.A

Defense Synergies 1 5

Wizard
Giant Skeleton P.E.K.K.A Mega Knight
Rocket
Witch
Giant Skeleton Mega Knight
Giant Skeleton
Wizard Witch
P.E.K.K.A
Goblinstein Wizard
Electro Giant
Mega Knight
Wizard Witch
Goblinstein
P.E.K.K.A

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
P.E.K.K.A Witch Mega Knight
Rocket Witch P.E.K.K.A Mega Knight Giant Skeleton
Witch P.E.K.K.A Mega Knight
Rocket Giant Skeleton P.E.K.K.A Mega Knight
Mega Knight
Rocket Wizard Witch
Rocket Giant Skeleton P.E.K.K.A Electro Giant Mega Knight
Witch P.E.K.K.A
Giant Skeleton Mega Knight
Witch Wizard Giant Skeleton Electro Giant Mega Knight
Wizard Witch
P.E.K.K.A Mega Knight Wizard Rocket Witch Giant Skeleton
Wizard Rocket Mega Knight Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Electro Giant Mega Knight Goblinstein
Wizard Mega Knight Witch P.E.K.K.A
Mega Knight Wizard Witch
Wizard Witch Giant Skeleton Mega Knight
P.E.K.K.A
Wizard Mega Knight Witch Giant Skeleton P.E.K.K.A Electro Giant
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 Giant Skeleton P.E.K.K.A Electro Giant
Wizard Rocket Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight Rocket Witch
Rocket Giant Skeleton P.E.K.K.A Mega Knight
Giant Skeleton P.E.K.K.A Witch Mega Knight
Wizard Rocket Electro Giant Goblinstein Witch
Rocket P.E.K.K.A Witch Giant Skeleton
Giant Skeleton P.E.K.K.A Mega Knight
Rocket Giant Skeleton P.E.K.K.A Mega Knight Goblinstein Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Giant Skeleton
Rocket P.E.K.K.A Mega Knight Giant Skeleton Electro Giant
Rocket Giant Skeleton P.E.K.K.A Mega Knight Wizard Witch
Wizard Witch Electro Giant Mega Knight
Witch Electro Giant Rocket Giant Skeleton P.E.K.K.A Goblinstein
Mega Knight Wizard Witch Giant Skeleton P.E.K.K.A Electro Giant

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 Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton
Wizard Rocket Mega Knight Goblinstein
Wizard Electro Giant Goblinstein Rocket Witch
Wizard Witch
Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard Witch
Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Mega Knight
Rocket Wizard Witch Electro Giant Mega Knight
Rocket Giant Skeleton Mega Knight
Rocket Wizard
Rocket
Rocket
Electro Giant Wizard Witch Mega Knight Goblinstein
Witch
Wizard Witch
Wizard Witch Mega Knight
Rocket
Wizard Witch Electro Giant
Rocket Wizard Witch Electro Giant Goblinstein
Wizard Rocket Mega Knight
Rocket
P.E.K.K.A Giant Skeleton Mega Knight
Rocket Wizard
Rocket Witch Goblinstein
Rocket Wizard Witch
Wizard Rocket Mega Knight
Wizard
Rocket Giant Skeleton Electro Giant
P.E.K.K.A Mega Knight
Electro Giant Rocket Witch Giant Skeleton
Rocket Witch
Rocket Witch Giant Skeleton Electro Giant Mega Knight
P.E.K.K.A
Wizard Rocket Mega Knight

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