My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker 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.

Firecracker Wizard P.E.K.K.A Electro Giant 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

Punishments

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

Elite Barbarians 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.

Elite Barbarians 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.

Firecracker Elite Barbarians

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 Skeleton Army
Giant Snowball
Skeleton Army
Zap
Firecracker Skeleton Army
Barbarian Barrel
Firecracker Elite Barbarians Wizard Skeleton Army
The Log
Firecracker Elite Barbarians Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Firecracker Skeleton Army
Royal Delivery
Firecracker Elite Barbarians Wizard Skeleton Army P.E.K.K.A
Fireball
Firecracker Elite Barbarians Wizard Skeleton Army
Poison
Firecracker Wizard Skeleton Army
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Rocket Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Rocket Electro Giant Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A Electro Giant 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 Skeleton Army

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Firecracker Skeleton Army Wizard Elite Barbarians Rocket P.E.K.K.A Electro Giant Mega Knight

Shortest cycle

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

17 Firecracker Skeleton Army Wizard Elite Barbarians

Attack Synergies 0 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.

Firecracker
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians
Firecracker Wizard Mega Knight
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
Rocket
Electro Giant
Skeleton Army
P.E.K.K.A
Firecracker Wizard
Electro Giant
Rocket
Mega Knight
Firecracker Elite Barbarians Wizard

Defense Synergies 0 8

Firecracker
Skeleton Army P.E.K.K.A Mega Knight
Elite Barbarians
Wizard Mega Knight
Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Mega Knight
Rocket
Skeleton Army
Firecracker Wizard
P.E.K.K.A
Firecracker Wizard
Electro Giant
Mega Knight
Firecracker Elite Barbarians 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 Firecracker Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Firecracker Mega Knight
Rocket Skeleton Army P.E.K.K.A Mega Knight Elite Barbarians
Elite Barbarians Skeleton Army P.E.K.K.A Firecracker Mega Knight
Firecracker Elite Barbarians Rocket Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Firecracker Mega Knight
Rocket Firecracker Wizard
Rocket P.E.K.K.A Electro Giant Mega Knight
P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Firecracker Mega Knight
Skeleton Army Firecracker Wizard Electro Giant Mega Knight
Firecracker Wizard
Skeleton Army P.E.K.K.A Mega Knight Elite Barbarians Wizard Rocket
Wizard Rocket Skeleton Army Mega Knight Firecracker P.E.K.K.A
Elite Barbarians Skeleton Army P.E.K.K.A Mega Knight
Rocket Skeleton Army Elite Barbarians P.E.K.K.A Electro Giant Mega Knight
Wizard Mega Knight Firecracker Elite Barbarians Skeleton Army P.E.K.K.A
Mega Knight Firecracker Elite Barbarians Wizard Skeleton Army
Wizard Firecracker Mega Knight
P.E.K.K.A Elite Barbarians
Wizard Skeleton Army Mega Knight Firecracker Elite Barbarians P.E.K.K.A Electro Giant
P.E.K.K.A Elite Barbarians Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Mega Knight Elite Barbarians P.E.K.K.A Electro Giant
Firecracker Elite Barbarians Wizard Rocket Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Elite Barbarians Rocket
Rocket Skeleton Army P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army Mega Knight
Firecracker Wizard Rocket Electro Giant
Rocket Skeleton Army P.E.K.K.A Elite Barbarians
P.E.K.K.A Mega Knight Elite Barbarians Skeleton Army
Rocket P.E.K.K.A Mega Knight Firecracker Elite Barbarians Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight Elite Barbarians
Rocket Skeleton Army P.E.K.K.A Mega Knight Elite Barbarians Electro Giant
Elite Barbarians Rocket Skeleton Army P.E.K.K.A Mega Knight Wizard
Wizard Firecracker Skeleton Army Electro Giant Mega Knight
Elite Barbarians Skeleton Army Electro Giant Firecracker Rocket P.E.K.K.A
Mega Knight Firecracker Elite Barbarians Wizard 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.)

Firecracker Rocket
Firecracker
Rocket
Firecracker Rocket
Wizard Rocket Firecracker Mega Knight
Firecracker Wizard Electro Giant Rocket
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Rocket Elite Barbarians
Firecracker Rocket Wizard
Firecracker Wizard Rocket
Rocket Firecracker Elite Barbarians
Firecracker Rocket
Firecracker Elite Barbarians
Rocket Firecracker Wizard
Firecracker Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Firecracker Wizard Mega Knight
Rocket Firecracker Wizard Electro Giant Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket
Firecracker Electro Giant Wizard Mega Knight
Firecracker Wizard
Wizard Mega Knight
Rocket Firecracker
Elite Barbarians Firecracker Wizard Electro Giant
Rocket Firecracker Wizard Electro Giant
Elite Barbarians
Wizard Rocket Mega Knight
Rocket Firecracker
P.E.K.K.A Mega Knight
Rocket Firecracker Wizard
Rocket Skeleton Army
Rocket Firecracker Wizard
Firecracker Wizard Rocket Mega Knight
Firecracker Wizard
Rocket Electro Giant
Firecracker Elite Barbarians P.E.K.K.A Mega Knight
Electro Giant Firecracker Elite Barbarians Rocket
Firecracker Rocket
Firecracker Rocket Electro Giant Mega Knight
P.E.K.K.A
Firecracker Wizard Rocket Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: