My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Electro 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.

Goblin Demolisher P.E.K.K.A Bandit Electro Wizard Mega Knight Monk

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Fireball

Punishments

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

Bandit Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A Bandit 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.

Bandit Electro Wizard Monk

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
Goblin Demolisher Bandit
Giant Snowball
Zap
Bandit
Barbarian Barrel
Bandit Electro Wizard
The Log
Goblin Demolisher Bandit
Earthquake
Arrows
Royal Delivery
Goblin Demolisher P.E.K.K.A Bandit Electro Wizard
Fireball
Bandit Electro Wizard
Poison
Electro Wizard
Lightning
Bandit Electro Wizard Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Goblin Demolisher 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 Goblin Demolisher P.E.K.K.A 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.

Fireball

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.

Fireball 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.

Arrows Bandit Fireball Goblin Demolisher Electro Wizard Monk P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Bandit Fireball Goblin Demolisher

Attack Synergies 3 9

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
Fireball P.E.K.K.A Bandit Mega Knight
Fireball
Arrows Electro Wizard Mega Knight
Goblin Demolisher
P.E.K.K.A Bandit
P.E.K.K.A
Arrows Electro Wizard Goblin Demolisher
Bandit
Arrows Goblin Demolisher Electro Wizard Mega Knight
Electro Wizard
P.E.K.K.A Fireball Bandit Mega Knight
Mega Knight
Arrows Fireball Bandit Electro Wizard
Monk

Defense Synergies 1 13

Arrows
Mega Knight Fireball P.E.K.K.A Bandit Monk
Fireball
Arrows Bandit Electro Wizard Mega Knight
Goblin Demolisher
P.E.K.K.A Bandit
P.E.K.K.A
Arrows Goblin Demolisher Electro Wizard
Bandit
Arrows Fireball Goblin Demolisher Electro Wizard Mega Knight
Electro Wizard
Fireball P.E.K.K.A Bandit Mega Knight
Mega Knight
Arrows Fireball Bandit Electro Wizard
Monk
Arrows

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.

Fireball Goblin Demolisher Electro Wizard
P.E.K.K.A Bandit Electro Wizard Mega Knight Monk
P.E.K.K.A Mega Knight Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard Mega Knight Monk
Arrows Fireball Goblin Demolisher P.E.K.K.A Mega Knight Monk
Arrows Fireball Goblin Demolisher Bandit Electro Wizard Mega Knight
Electro Wizard Arrows Fireball
Arrows Fireball P.E.K.K.A Bandit Electro Wizard Mega Knight Monk
P.E.K.K.A
Bandit Electro Wizard Mega Knight
Electro Wizard Arrows Fireball Goblin Demolisher Bandit Mega Knight
Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Bandit Electro Wizard
Fireball Mega Knight Arrows Goblin Demolisher P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard Mega Knight
Monk Fireball P.E.K.K.A Bandit Electro Wizard Mega Knight
Mega Knight Arrows Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Mega Knight Goblin Demolisher Bandit Electro Wizard
Arrows Fireball Goblin Demolisher Bandit Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Goblin Demolisher Mega Knight Arrows Fireball P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Arrows Mega Knight Monk
P.E.K.K.A Bandit Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Fireball Bandit Electro Wizard Monk
P.E.K.K.A Bandit Mega Knight
Arrows Fireball Goblin Demolisher Electro Wizard Monk
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Fireball Bandit Monk
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Monk Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Bandit
Fireball Goblin Demolisher Mega Knight
Electro Wizard Fireball P.E.K.K.A Monk
Arrows Mega Knight Fireball P.E.K.K.A Electro Wizard
Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight
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.)

Fireball Arrows Bandit Monk
Arrows Fireball Monk Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball
Fireball Arrows Goblin Demolisher Mega Knight
Arrows Fireball Monk
Arrows Goblin Demolisher
Arrows Fireball Goblin Demolisher
Arrows Fireball Monk Bandit
Fireball Electro Wizard
Monk Arrows Fireball Bandit Electro Wizard
Fireball Monk Arrows
Fireball Bandit
Arrows Fireball Bandit Monk
Arrows Fireball
Arrows Fireball Goblin Demolisher Bandit
Arrows Fireball Goblin Demolisher Bandit Mega Knight
Monk Arrows Fireball
Arrows Fireball Goblin Demolisher Bandit Electro Wizard Mega Knight Monk
Arrows Fireball Goblin Demolisher Mega Knight Monk
Fireball Mega Knight Monk
Arrows Fireball
Monk
Arrows Fireball Monk
Arrows Goblin Demolisher Fireball Mega Knight
Arrows Fireball Bandit Electro Wizard Monk
Fireball Arrows Bandit Mega Knight Monk
Fireball Arrows Bandit
Arrows Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Arrows Fireball Bandit Mega Knight
Arrows Fireball Electro Wizard Monk
P.E.K.K.A Mega Knight
Arrows Fireball Monk
Electro Wizard Fireball Bandit
Fireball Arrows Electro Wizard Monk
Arrows Fireball
Fireball Electro Wizard Mega Knight
Arrows Fireball
Monk Arrows Fireball
P.E.K.K.A Mega Knight
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Bandit Electro Wizard Mega Knight Monk
P.E.K.K.A
Fireball Mega Knight Monk

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