My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Wizard Electro Wizard Inferno Dragon

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 Balloon P.E.K.K.A Electro Wizard Inferno Dragon Mighty Miner

Offensive cards

Win conditions

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

Balloon

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 Balloon

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 Balloon P.E.K.K.A Mighty Miner

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 Balloon Electro Wizard Mighty Miner

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 Balloon Inferno Dragon Mighty Miner
Giant Snowball
Balloon Inferno Dragon Mighty Miner
Zap
Firecracker Balloon Inferno Dragon Mighty Miner
Barbarian Barrel
Firecracker Elite Barbarians Wizard Electro Wizard
The Log
Firecracker Elite Barbarians
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Wizard Balloon P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Firecracker Elite Barbarians Wizard Balloon Electro Wizard Inferno Dragon Mighty Miner
Poison
Firecracker Wizard Balloon Electro Wizard
Lightning
Elite Barbarians Wizard Balloon Electro Wizard Inferno Dragon Mighty Miner
Rocket
Elite Barbarians Wizard Balloon Inferno Dragon Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard

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 Inferno Dragon Mighty Miner

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

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 Electro 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.

Firecracker Electro Wizard Inferno Dragon Mighty Miner Wizard Balloon Elite Barbarians P.E.K.K.A

Shortest cycle

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

15 Firecracker Electro Wizard Inferno Dragon Mighty Miner

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.

Firecracker
Elite Barbarians Balloon P.E.K.K.A Inferno Dragon
Elite Barbarians
Firecracker Wizard
Wizard
Elite Barbarians Balloon P.E.K.K.A
Balloon
Firecracker Wizard Electro Wizard
P.E.K.K.A
Electro Wizard Firecracker Wizard
Electro Wizard
P.E.K.K.A Balloon
Inferno Dragon
Firecracker
Mighty Miner

Defense Synergies 0 8

Firecracker
P.E.K.K.A Electro Wizard
Elite Barbarians
Wizard
Wizard
Elite Barbarians P.E.K.K.A Electro Wizard Mighty Miner
Balloon
P.E.K.K.A
Firecracker Wizard Electro Wizard
Electro Wizard
Firecracker Wizard P.E.K.K.A Inferno Dragon
Inferno Dragon
Electro Wizard
Mighty Miner
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.

Firecracker Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Inferno Dragon Firecracker Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard Inferno Dragon
Elite Barbarians P.E.K.K.A Inferno Dragon Firecracker Electro Wizard
Firecracker Elite Barbarians P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard Inferno Dragon Firecracker Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Mighty Miner Elite Barbarians
Elite Barbarians Firecracker Electro Wizard
Electro Wizard Firecracker Wizard
Inferno Dragon Firecracker Wizard Electro Wizard
P.E.K.K.A Elite Barbarians Wizard Electro Wizard
Wizard Firecracker P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon
Wizard Firecracker Elite Barbarians P.E.K.K.A Electro Wizard
Firecracker Elite Barbarians Wizard Electro Wizard
Wizard Firecracker Electro Wizard Inferno Dragon
P.E.K.K.A Elite Barbarians Electro Wizard Inferno Dragon
Wizard Firecracker Elite Barbarians P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Elite Barbarians Wizard Inferno Dragon
P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Inferno Dragon Mighty Miner
Firecracker Wizard Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Mighty Miner Elite Barbarians Inferno Dragon
P.E.K.K.A Electro Wizard Firecracker Elite Barbarians Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Elite Barbarians
P.E.K.K.A Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Wizard
Wizard Firecracker
Elite Barbarians Electro Wizard Firecracker P.E.K.K.A Inferno Dragon Mighty Miner
Firecracker Elite Barbarians Wizard P.E.K.K.A Electro Wizard Inferno Dragon Mighty Miner

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
Firecracker Electro Wizard
Firecracker
Wizard Firecracker
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Elite Barbarians Electro Wizard
Firecracker Wizard Electro Wizard
Firecracker Wizard
Firecracker Elite Barbarians
Firecracker
Firecracker Elite Barbarians
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard Electro Wizard
Firecracker Wizard
Wizard
Firecracker Wizard
Inferno Dragon
Firecracker Wizard Electro Wizard
Wizard
Firecracker
Elite Barbarians Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard
Elite Barbarians
Wizard
Firecracker Electro Wizard
P.E.K.K.A Mighty Miner
Firecracker Wizard
Electro Wizard
Firecracker Wizard Electro Wizard
Firecracker Wizard Electro Wizard
Firecracker Wizard
Firecracker Elite Barbarians P.E.K.K.A
Firecracker Elite Barbarians Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard

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