My Best Clash Royale Deck

Deck Check Rating

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

5 problems 7 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 No direct tower 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 spells that can finish it off. 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding 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 No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Missing

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.

P.E.K.K.A Sparky Mega Knight Skeleton King

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.

Missing

Punishments

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

Elite Barbarians Mega Knight

Pump responses

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

Missing

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 Mega Knight Skeleton King

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 Goblin Machine

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 Clone Sparky Skeleton King
Giant Snowball
Clone Skeleton King
Zap
Clone Sparky Skeleton King
Barbarian Barrel
Elite Barbarians Clone Sparky Skeleton King
The Log
Elite Barbarians Clone Sparky Skeleton King
Earthquake
Clone Skeleton King
Arrows
Clone Skeleton King
Royal Delivery
Elite Barbarians Clone P.E.K.K.A Sparky Skeleton King
Fireball
Elite Barbarians Clone Sparky Skeleton King
Poison
Clone Sparky Skeleton King
Lightning
Elite Barbarians Sparky Skeleton King
Rocket
Elite Barbarians Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Machine Sparky Mega Knight Skeleton King

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.

Clone P.E.K.K.A Goblin Machine Sparky 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

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.

Mirror Clone Skeleton King Goblin Machine Elite Barbarians Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

12 Mirror Clone Skeleton King Goblin Machine

Attack Synergies 0 4

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
Sparky Mega Knight
Mirror
Sparky
Clone
Sparky
P.E.K.K.A
Goblin Machine
Sparky
Elite Barbarians Mirror Clone
Mega Knight
Elite Barbarians
Skeleton King

Defense Synergies 0 3

Elite Barbarians
Mega Knight
Mirror
Sparky Mega Knight
Clone
P.E.K.K.A
Goblin Machine
Sparky
Mirror
Mega Knight
Elite Barbarians Mirror
Skeleton King

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.

Sparky
Elite Barbarians P.E.K.K.A Sparky Mega Knight
P.E.K.K.A Sparky Mega Knight Elite Barbarians
Elite Barbarians P.E.K.K.A Sparky Mega Knight Skeleton King
Elite Barbarians P.E.K.K.A Sparky Mega Knight
Mega Knight
P.E.K.K.A Sparky Mega Knight
P.E.K.K.A Sparky Elite Barbarians Skeleton King
Elite Barbarians Sparky Mega Knight
Mega Knight Skeleton King
P.E.K.K.A Sparky Mega Knight Elite Barbarians
Sparky Mega Knight P.E.K.K.A Skeleton King
Elite Barbarians P.E.K.K.A Sparky Mega Knight Skeleton King
Elite Barbarians P.E.K.K.A Sparky Mega Knight
Sparky Mega Knight Elite Barbarians P.E.K.K.A
Mega Knight Elite Barbarians
Mega Knight
P.E.K.K.A Sparky Elite Barbarians
Mega Knight Elite Barbarians 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 Elite Barbarians P.E.K.K.A Sparky
Elite Barbarians Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Sparky
P.E.K.K.A Mega Knight Elite Barbarians Sparky
P.E.K.K.A Elite Barbarians Sparky Mega Knight
P.E.K.K.A Sparky Elite Barbarians
P.E.K.K.A Mega Knight Elite Barbarians Sparky
P.E.K.K.A Mega Knight Elite Barbarians Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Elite Barbarians Sparky
P.E.K.K.A Mega Knight Elite Barbarians
Elite Barbarians P.E.K.K.A Mega Knight Sparky Skeleton King
Sparky Mega Knight
Elite Barbarians Sparky P.E.K.K.A Skeleton King
Mega Knight Elite Barbarians P.E.K.K.A Sparky Skeleton King

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.)

Sparky
Sparky
Sparky
Sparky Mega Knight
Goblin Machine
Sparky
Elite Barbarians Sparky
Goblin Machine Sparky
Elite Barbarians Sparky
Elite Barbarians Sparky
Sparky
Sparky Mega Knight
Sparky
Sparky
Goblin Machine Sparky Mega Knight
Goblin Machine Mega Knight
Sparky Mega Knight
Sparky
Goblin Machine Sparky Mega Knight
Sparky
Sparky Mega Knight
Sparky
Elite Barbarians Sparky
Elite Barbarians Sparky
Sparky Mega Knight
Sparky
P.E.K.K.A Sparky Mega Knight
Sparky
Sparky Mega Knight
Skeleton King
Sparky
Elite Barbarians P.E.K.K.A Sparky Mega Knight
Elite Barbarians Sparky Skeleton King
Sparky Mega Knight
P.E.K.K.A Sparky
Sparky Mega Knight

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