My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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 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 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.

Archers Firecracker 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.

Archers Firecracker Battle Ram Witch Giant Skeleton 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.

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram 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.

Battle Ram Giant Skeleton 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.

Firecracker 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
Archers Battle Ram Giant Skeleton
Giant Snowball
Archers Battle Ram Witch
Zap
Archers Firecracker Battle Ram Witch
Barbarian Barrel
Archers Firecracker Battle Ram Witch Giant Skeleton
The Log
Archers Firecracker Battle Ram Witch Giant Skeleton
Earthquake
Archers Firecracker Witch
Arrows
Archers Firecracker Witch
Royal Delivery
Archers Firecracker Battle Ram Witch Giant Skeleton P.E.K.K.A
Fireball
Archers Firecracker Battle Ram Witch
Poison
Archers Firecracker Witch
Lightning
Battle Ram Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows Battle Ram Giant Skeleton 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Firecracker Battle Ram Witch Giant Skeleton P.E.K.K.A Mega Knight

Shortest cycle

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

13 Archers Arrows Firecracker Battle Ram

Attack Synergies 1 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.

Archers
Arrows Battle Ram Giant Skeleton P.E.K.K.A Mega Knight
Arrows
P.E.K.K.A Archers Battle Ram Giant Skeleton Mega Knight
Firecracker
Battle Ram Giant Skeleton P.E.K.K.A Mega Knight
Battle Ram
Archers Arrows Firecracker Witch P.E.K.K.A
Witch
Battle Ram Giant Skeleton P.E.K.K.A Mega Knight
Giant Skeleton
Archers Arrows Firecracker Witch
P.E.K.K.A
Arrows Archers Firecracker Battle Ram Witch
Mega Knight
Archers Arrows Firecracker Witch

Defense Synergies 1 12

Archers
Firecracker Witch Giant Skeleton P.E.K.K.A Mega Knight
Arrows
Mega Knight Giant Skeleton P.E.K.K.A
Firecracker
Archers Giant Skeleton P.E.K.K.A Mega Knight
Battle Ram
Witch
Archers Giant Skeleton Mega Knight
Giant Skeleton
Archers Arrows Firecracker Witch
P.E.K.K.A
Archers Arrows Firecracker
Mega Knight
Arrows Archers Firecracker 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.

Firecracker
P.E.K.K.A Firecracker Witch Mega Knight
Witch P.E.K.K.A Mega Knight Archers Giant Skeleton
Witch P.E.K.K.A Firecracker Mega Knight
Arrows Firecracker Giant Skeleton P.E.K.K.A Mega Knight
Arrows Archers Firecracker Mega Knight
Archers Arrows Firecracker Witch
Arrows Giant Skeleton P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Archers Firecracker Giant Skeleton Mega Knight
Archers Witch Arrows Firecracker Giant Skeleton Mega Knight
Arrows Archers Firecracker Witch
P.E.K.K.A Mega Knight Witch Giant Skeleton
Mega Knight Arrows Firecracker Witch P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Mega Knight Arrows Firecracker Witch P.E.K.K.A
Arrows Mega Knight Archers Firecracker Witch
Arrows Witch Archers Firecracker Giant Skeleton Mega Knight
P.E.K.K.A
Mega Knight Archers Arrows Firecracker Witch Giant Skeleton 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 Archers Witch Giant Skeleton P.E.K.K.A
Archers Arrows Firecracker Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight Witch
Giant Skeleton P.E.K.K.A Mega Knight
Giant Skeleton P.E.K.K.A Witch Mega Knight
Arrows Firecracker Archers Witch
P.E.K.K.A Archers Witch Giant Skeleton
Giant Skeleton P.E.K.K.A Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Giant Skeleton
P.E.K.K.A Mega Knight Arrows Giant Skeleton
Giant Skeleton P.E.K.K.A Mega Knight Witch
Archers Firecracker Witch Mega Knight
Witch Archers Firecracker Giant Skeleton P.E.K.K.A
Arrows Mega Knight Archers Firecracker Witch Giant Skeleton P.E.K.K.A

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.)

Arrows Firecracker Giant Skeleton
Arrows Firecracker
Arrows Giant Skeleton
Arrows Firecracker Giant Skeleton
Arrows Firecracker Mega Knight
Arrows Firecracker Witch
Archers Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Firecracker Arrows
Archers Arrows Firecracker
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker Mega Knight
Arrows
Archers Arrows Firecracker Mega Knight
Arrows Firecracker Witch Mega Knight
Giant Skeleton Mega Knight
Arrows
Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch
Arrows Witch Mega Knight
Arrows Firecracker
Archers Arrows Firecracker Witch
Firecracker Witch
Arrows Mega Knight
Arrows Firecracker
P.E.K.K.A Giant Skeleton Mega Knight
Arrows Firecracker
Archers Witch
Archers Arrows Firecracker Witch
Arrows
Firecracker Mega Knight
Arrows Firecracker
Arrows Giant Skeleton
Firecracker P.E.K.K.A Mega Knight
Firecracker Witch Giant Skeleton
Firecracker Witch
Firecracker Witch Giant Skeleton Mega Knight

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