My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 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 P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Rage Void Lightning

Punishments

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

Royal Hogs Mega Knight

Pump responses

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

Void Lightning

Dropped at the bridge

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

Royal Hogs 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.

Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

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 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.

Rage Void Wizard Royal Hogs Witch Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

15 Rage Void Wizard Royal Hogs

Attack Synergies 1 8

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
Royal Hogs Rage P.E.K.K.A Mega Knight
Royal Hogs
Wizard Lightning Mega Knight
Rage
Witch Wizard
Void
Witch
Rage P.E.K.K.A Mega Knight
Lightning
Royal Hogs
P.E.K.K.A
Wizard Witch
Mega Knight
Wizard Royal Hogs Witch

Defense Synergies 0 3

Wizard
P.E.K.K.A Mega Knight
Royal Hogs
Rage
Void
Witch
Mega Knight
Lightning
P.E.K.K.A
Wizard
Mega Knight
Wizard 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.

Lightning Wizard Void
P.E.K.K.A Witch Mega Knight
Witch P.E.K.K.A Mega Knight Void Lightning
Witch P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight
Mega Knight
Lightning Wizard Void Witch
Lightning Void P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Mega Knight
Witch Wizard Mega Knight
Wizard Witch
P.E.K.K.A Mega Knight Wizard Witch Lightning
Wizard Mega Knight Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Lightning P.E.K.K.A Mega Knight
Wizard Mega Knight Witch P.E.K.K.A
Mega Knight Wizard Witch
Wizard Witch Mega Knight
P.E.K.K.A
Wizard Mega Knight 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 Void Witch P.E.K.K.A
Void Wizard Lightning Mega Knight
P.E.K.K.A Mega Knight Witch Lightning
Lightning P.E.K.K.A Mega Knight
P.E.K.K.A Witch Mega Knight
Wizard Witch
P.E.K.K.A Void Witch Lightning
P.E.K.K.A Mega Knight
Void Lightning P.E.K.K.A Mega Knight Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch
Lightning P.E.K.K.A Mega Knight Void
Lightning P.E.K.K.A Mega Knight Wizard Witch
Wizard Witch Mega Knight
Witch Lightning P.E.K.K.A
Mega Knight Wizard Witch P.E.K.K.A
Void

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 Lightning
Void
Lightning Void
Lightning Void
Wizard Mega Knight
Wizard Witch
Wizard Witch
Wizard Lightning
Void Wizard Lightning
Lightning Void
Void Lightning Wizard
Void Lightning Wizard
Lightning Void
Lightning Void
Lightning
Lightning Wizard Witch
Lightning Wizard Mega Knight
Lightning
Lightning
Void Lightning Wizard Mega Knight
Lightning Wizard Void Witch Mega Knight
Lightning Void Mega Knight
Lightning Wizard Void
Void Lightning
Lightning Void
Wizard Witch Mega Knight
Witch
Void Wizard Witch Lightning
Void Lightning Wizard Witch Mega Knight
Void Lightning
Lightning Wizard Void Witch
Lightning Wizard Void Witch
Lightning Void
Void Lightning Wizard Mega Knight
Void Lightning
P.E.K.K.A Mega Knight
Wizard Lightning
Lightning Void Witch
Lightning Wizard Witch
Void Lightning Wizard Mega Knight
Wizard Lightning
Void Lightning
P.E.K.K.A Mega Knight
Witch Lightning
Void Witch Lightning
Void Lightning Witch Mega Knight
P.E.K.K.A
Lightning Wizard Void Mega Knight
Void

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