My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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.

Wizard Hunter Ram Rider

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 Hunter P.E.K.K.A Royal Ghost Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Fireball

Punishments

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

Elite Barbarians Royal Ghost Ram Rider Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Elite Barbarians P.E.K.K.A Royal Ghost Ram Rider 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.

Elite Barbarians Royal Ghost Ram Rider

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
Elite Barbarians Ram Rider
Giant Snowball
Ram Rider
Zap
Ram Rider
Barbarian Barrel
Elite Barbarians Wizard Hunter Royal Ghost
The Log
Elite Barbarians Hunter Ram Rider
Earthquake
Arrows
Royal Delivery
Elite Barbarians Wizard Hunter P.E.K.K.A Royal Ghost Ram Rider
Fireball
Elite Barbarians Wizard Hunter Ram Rider
Poison
Wizard Hunter
Lightning
Elite Barbarians Wizard Hunter Ram Rider
Rocket
Elite Barbarians Wizard Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Hunter Royal Ghost 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.

P.E.K.K.A Royal Ghost Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Fireball

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.

Fireball 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.

Royal Ghost Fireball Hunter Wizard Ram Rider Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

16 Royal Ghost Fireball Hunter Wizard

Attack Synergies 0 17

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.

Elite Barbarians
Fireball Wizard Royal Ghost Mega Knight
Fireball
Elite Barbarians Ram Rider Mega Knight
Wizard
Elite Barbarians P.E.K.K.A Royal Ghost Ram Rider Mega Knight
Hunter
P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Wizard Hunter Ram Rider
Royal Ghost
Elite Barbarians Wizard Ram Rider Mega Knight
Ram Rider
Fireball Wizard Hunter P.E.K.K.A Royal Ghost Mega Knight
Mega Knight
Elite Barbarians Fireball Wizard Hunter Royal Ghost Ram Rider

Defense Synergies 0 12

Elite Barbarians
Wizard Hunter Mega Knight
Fireball
Ram Rider Mega Knight
Wizard
Elite Barbarians P.E.K.K.A Royal Ghost Mega Knight
Hunter
Elite Barbarians P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A
Wizard Hunter
Royal Ghost
Wizard Mega Knight
Ram Rider
Fireball Hunter
Mega Knight
Elite Barbarians Fireball Wizard Hunter Royal Ghost

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.

Fireball Wizard Ram Rider
Elite Barbarians Hunter P.E.K.K.A Ram Rider Mega Knight
Hunter P.E.K.K.A Ram Rider Mega Knight Elite Barbarians
Elite Barbarians Hunter P.E.K.K.A Ram Rider Mega Knight
Elite Barbarians Fireball P.E.K.K.A Mega Knight
Fireball Hunter Royal Ghost Mega Knight
Hunter Ram Rider Fireball Wizard
Fireball P.E.K.K.A Ram Rider Mega Knight
Hunter P.E.K.K.A Elite Barbarians
Elite Barbarians Hunter Royal Ghost Mega Knight
Fireball Wizard Hunter Royal Ghost Ram Rider Mega Knight
Hunter Fireball Wizard Ram Rider
Hunter P.E.K.K.A Mega Knight Elite Barbarians Fireball Wizard Ram Rider
Fireball Wizard Mega Knight Hunter P.E.K.K.A Royal Ghost
Elite Barbarians P.E.K.K.A Hunter Ram Rider Mega Knight
Elite Barbarians Fireball Hunter P.E.K.K.A Ram Rider Mega Knight
Wizard Mega Knight Elite Barbarians Fireball Hunter P.E.K.K.A
Fireball Mega Knight Elite Barbarians Wizard Hunter Royal Ghost Ram Rider
Wizard Hunter Fireball Royal Ghost Ram Rider Mega Knight
P.E.K.K.A Elite Barbarians Hunter Ram Rider
Wizard Royal Ghost Mega Knight Elite Barbarians Fireball Hunter P.E.K.K.A
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Fireball P.E.K.K.A Royal Ghost
Fireball Elite Barbarians Wizard Hunter Royal Ghost Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Hunter Ram Rider
Hunter P.E.K.K.A Mega Knight Elite Barbarians Fireball Ram Rider
P.E.K.K.A Elite Barbarians Hunter Ram Rider Mega Knight
Fireball Wizard Hunter Ram Rider
P.E.K.K.A Elite Barbarians Fireball Hunter Ram Rider
P.E.K.K.A Mega Knight Elite Barbarians Hunter
P.E.K.K.A Mega Knight Elite Barbarians Fireball
P.E.K.K.A
P.E.K.K.A Mega Knight Elite Barbarians Hunter
P.E.K.K.A Mega Knight Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Mega Knight Fireball Wizard Hunter Ram Rider
Wizard Fireball Mega Knight
Elite Barbarians Fireball Hunter P.E.K.K.A
Mega Knight Elite Barbarians Fireball Wizard Hunter P.E.K.K.A Royal Ghost
Fireball

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.)

Fireball Royal Ghost
Fireball Royal Ghost Ram Rider
Fireball
Fireball
Fireball Wizard Mega Knight
Fireball Wizard Hunter Ram Rider
Wizard
Fireball Wizard Hunter Ram Rider
Fireball Wizard Ram Rider
Elite Barbarians Fireball
Fireball Wizard Ram Rider
Fireball Wizard
Elite Barbarians Fireball Hunter
Fireball
Elite Barbarians Fireball
Fireball Wizard Hunter
Fireball Wizard Mega Knight
Fireball
Fireball Wizard Hunter Mega Knight
Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Hunter Mega Knight
Fireball Wizard Hunter Royal Ghost Ram Rider
Fireball Wizard Ram Rider Mega Knight
Fireball
Elite Barbarians Fireball Wizard Hunter
Fireball Wizard
Elite Barbarians Fireball
Fireball Wizard Hunter Mega Knight
Fireball
P.E.K.K.A Mega Knight
Fireball Wizard
Fireball
Fireball Wizard Hunter Ram Rider
Fireball
Fireball Wizard Hunter Mega Knight
Fireball Wizard
Fireball
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians Fireball
Fireball
Fireball Royal Ghost Mega Knight
P.E.K.K.A
Fireball Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: