My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!
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.

Baby Dragon Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Baby Dragon P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider Wall Breakers

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.

Mini P.E.K.K.A Hog Rider Wall Breakers 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.

Mini P.E.K.K.A Hog Rider Wall Breakers Baby Dragon 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.

Mini P.E.K.K.A Hog Rider Electro Wizard

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
Hog Rider Wall Breakers
Giant Snowball
Cannon Hog Rider Wall Breakers Baby Dragon
Zap
Cannon Wall Breakers
Barbarian Barrel
Cannon Wall Breakers Electro Wizard
The Log
Cannon Mini P.E.K.K.A Hog Rider Wall Breakers
Earthquake
Cannon Hog Rider
Arrows
Wall Breakers
Royal Delivery
Mini P.E.K.K.A Hog Rider Wall Breakers Baby Dragon P.E.K.K.A Electro Wizard
Fireball
Cannon Hog Rider Wall Breakers Baby Dragon Electro Wizard
Poison
Cannon Electro Wizard
Lightning
Cannon Mini P.E.K.K.A Baby Dragon Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon 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.

Mini P.E.K.K.A Baby Dragon 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.

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.

Wall Breakers Cannon Mini P.E.K.K.A Hog Rider Baby Dragon Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

13 Wall Breakers Cannon Mini P.E.K.K.A Hog Rider

Attack Synergies 1 14

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.

Cannon
Mini P.E.K.K.A
Hog Rider Baby Dragon Electro Wizard Mega Knight
Hog Rider
Mini P.E.K.K.A Baby Dragon Electro Wizard Mega Knight
Wall Breakers
Baby Dragon Electro Wizard Mega Knight
Baby Dragon
Mini P.E.K.K.A Hog Rider Wall Breakers P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Baby Dragon
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Hog Rider Wall Breakers Baby Dragon Mega Knight
Mega Knight
Mini P.E.K.K.A Hog Rider Wall Breakers Baby Dragon Electro Wizard

Defense Synergies 1 8

Cannon
Mini P.E.K.K.A Baby Dragon Electro Wizard
Mini P.E.K.K.A
Electro Wizard Cannon Baby Dragon
Hog Rider
Wall Breakers
Baby Dragon
Cannon Mini P.E.K.K.A P.E.K.K.A Mega Knight
P.E.K.K.A
Baby Dragon Electro Wizard
Electro Wizard
Mini P.E.K.K.A Cannon P.E.K.K.A Mega Knight
Mega Knight
Baby Dragon Electro 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.

Cannon Baby Dragon Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Cannon Electro Wizard Mega Knight
Cannon Mini P.E.K.K.A P.E.K.K.A Mega Knight Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A P.E.K.K.A Mega Knight
Cannon Baby Dragon Electro Wizard Mega Knight
Electro Wizard Cannon Baby Dragon
Cannon Baby Dragon P.E.K.K.A Electro Wizard Mega Knight
Cannon Mini P.E.K.K.A P.E.K.K.A
Cannon Mini P.E.K.K.A Electro Wizard Mega Knight
Electro Wizard Cannon Baby Dragon Mega Knight
Baby Dragon Electro Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A Mega Knight Electro Wizard
Mega Knight Cannon Mini P.E.K.K.A Baby Dragon P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Cannon Electro Wizard Mega Knight
Cannon Mini P.E.K.K.A P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Cannon Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Cannon Mega Knight Baby Dragon Electro Wizard
Baby Dragon Cannon Electro Wizard Mega Knight
Mini P.E.K.K.A P.E.K.K.A Cannon Electro Wizard
Mega Knight Cannon Mini P.E.K.K.A Baby Dragon 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.

Mini P.E.K.K.A Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Mini P.E.K.K.A Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Cannon Mini P.E.K.K.A Mega Knight
Baby Dragon Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Mini P.E.K.K.A Baby Dragon
P.E.K.K.A Cannon
P.E.K.K.A Mega Knight Mini P.E.K.K.A
P.E.K.K.A Mega Knight Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Knight Cannon
Cannon Baby Dragon Mega Knight
Electro Wizard Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Mega Knight Cannon Mini P.E.K.K.A Baby Dragon P.E.K.K.A Electro Wizard

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.)

Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A Electro Wizard
Electro Wizard
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Electro Wizard Mega Knight
Baby Dragon Mega Knight
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon Mega Knight
Baby Dragon Electro Wizard
Baby Dragon Mega Knight
Baby Dragon
Baby Dragon Electro Wizard
Electro Wizard
Mini P.E.K.K.A
Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
Electro Wizard
Baby Dragon Electro Wizard
Mini P.E.K.K.A Baby Dragon Electro Wizard Mega Knight
Baby Dragon
P.E.K.K.A Mega Knight
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard Mega Knight

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