My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Elixir Golem Wizard Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem Mini P.E.K.K.A 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.

Elixir Golem Mini 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

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
Elixir Golem
Giant Snowball
Zap
Inferno Tower
Barbarian Barrel
Elixir Golem Inferno Tower Wizard
The Log
Elixir Golem Mini P.E.K.K.A
Earthquake
Elixir Golem Inferno Tower
Arrows
Royal Delivery
Elixir Golem Mini P.E.K.K.A Wizard
Fireball
Elixir Golem Inferno Tower Wizard
Poison
Elixir Golem Inferno Tower Wizard
Lightning
Mini P.E.K.K.A Inferno Tower Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Elixir Golem Mini P.E.K.K.A Inferno Tower Rage 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.

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.

Mirror Rage Arrows Elixir Golem Mini P.E.K.K.A Inferno Tower Wizard Mega Knight

Shortest cycle

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

8 Mirror Rage Arrows Elixir Golem

Attack Synergies 2 12

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.

Arrows
Mirror Elixir Golem Mini P.E.K.K.A Mega Knight
Elixir Golem
Rage Arrows Mini P.E.K.K.A Wizard Mirror
Mini P.E.K.K.A
Arrows Elixir Golem Wizard Mirror Rage Mega Knight
Inferno Tower
Wizard
Elixir Golem Mini P.E.K.K.A Rage Mega Knight
Mirror
Arrows Elixir Golem Mini P.E.K.K.A
Rage
Elixir Golem Mini P.E.K.K.A Wizard
Mega Knight
Arrows Mini P.E.K.K.A Wizard

Defense Synergies 2 8

Arrows
Mirror Mega Knight Mini P.E.K.K.A Inferno Tower
Elixir Golem
Mini P.E.K.K.A
Arrows Wizard Mirror
Inferno Tower
Arrows Mirror Mega Knight
Wizard
Mini P.E.K.K.A Mega Knight
Mirror
Arrows Mini P.E.K.K.A Inferno Tower Mega Knight
Rage
Mega Knight
Arrows Inferno Tower Wizard Mirror

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.

Inferno Tower Wizard
Mini P.E.K.K.A Inferno Tower Mega Knight
Mini P.E.K.K.A Inferno Tower Mega Knight
Mini P.E.K.K.A Inferno Tower Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Mega Knight
Inferno Tower Arrows Wizard
Arrows Inferno Tower Mega Knight
Mini P.E.K.K.A Inferno Tower
Mini P.E.K.K.A Inferno Tower Mega Knight
Arrows Wizard Mega Knight
Arrows Inferno Tower Wizard
Mini P.E.K.K.A Inferno Tower Mega Knight Wizard
Wizard Mega Knight Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Tower Mega Knight
Inferno Tower Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Mini P.E.K.K.A Inferno Tower
Arrows Mega Knight Wizard
Arrows Wizard Mega Knight
Mini P.E.K.K.A Inferno Tower
Wizard Mega Knight Arrows Mini P.E.K.K.A

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 Inferno Tower
Arrows Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Mini P.E.K.K.A Inferno Tower
Mini P.E.K.K.A Mega Knight Inferno Tower
Inferno Tower Mini P.E.K.K.A Mega Knight
Arrows Wizard
Mini P.E.K.K.A Inferno Tower
Mini P.E.K.K.A Inferno Tower Mega Knight
Mega Knight Mini P.E.K.K.A Inferno Tower
Inferno Tower
Mega Knight Mini P.E.K.K.A Inferno Tower
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight Inferno Tower Wizard
Wizard Mega Knight
Inferno Tower Mini P.E.K.K.A
Arrows Mega Knight Mini P.E.K.K.A Inferno Tower 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.)

Arrows
Arrows
Arrows
Arrows
Wizard Arrows Mega Knight
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Mega Knight
Arrows Wizard
Arrows Wizard Mega Knight
Arrows
Arrows Wizard
Wizard
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Mega Knight

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