My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Baby Dragon Witch Electro 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.

Wizard Baby Dragon Witch 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.

Missing

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.

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.

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.

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
Giant Snowball
Baby Dragon Witch
Zap
Inferno Tower Witch
Barbarian Barrel
Inferno Tower Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Inferno Tower Witch
Arrows
Witch
Royal Delivery
Wizard Baby Dragon Witch P.E.K.K.A Electro Wizard
Fireball
Inferno Tower Wizard Baby Dragon Witch Electro Wizard
Poison
Inferno Tower Wizard Witch Electro Wizard
Lightning
Inferno Tower Wizard Baby Dragon Witch Electro Wizard
Rocket
Inferno Tower Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Inferno Tower 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.

Wizard Witch 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 Baby Dragon Electro Wizard Inferno Tower Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

16 Arrows Baby Dragon Electro Wizard Inferno Tower

Attack Synergies 2 10

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
P.E.K.K.A Mega Knight
Inferno Tower
Wizard
P.E.K.K.A Mega Knight
Baby Dragon
Witch P.E.K.K.A Electro Wizard Mega Knight
Witch
Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Electro Wizard Wizard Baby Dragon Witch
Electro Wizard
P.E.K.K.A Baby Dragon Mega Knight
Mega Knight
Arrows Wizard Baby Dragon Witch Electro Wizard

Defense Synergies 2 14

Arrows
Mega Knight Inferno Tower P.E.K.K.A
Inferno Tower
Electro Wizard Arrows Baby Dragon Mega Knight
Wizard
P.E.K.K.A Electro Wizard Mega Knight
Baby Dragon
Inferno Tower Witch P.E.K.K.A Mega Knight
Witch
Baby Dragon Electro Wizard Mega Knight
P.E.K.K.A
Arrows Wizard Baby Dragon Electro Wizard
Electro Wizard
Inferno Tower Wizard Witch P.E.K.K.A Mega Knight
Mega Knight
Arrows Inferno Tower Wizard Baby Dragon Witch 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.

Inferno Tower Wizard Baby Dragon Electro Wizard
Inferno Tower P.E.K.K.A Witch Electro Wizard Mega Knight
Inferno Tower Witch P.E.K.K.A Mega Knight Electro Wizard
Inferno Tower Witch P.E.K.K.A Electro Wizard Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Baby Dragon Electro Wizard Mega Knight
Inferno Tower Electro Wizard Arrows Wizard Baby Dragon Witch
Arrows Inferno Tower Baby Dragon P.E.K.K.A Electro Wizard Mega Knight
Inferno Tower Witch P.E.K.K.A
Inferno Tower Electro Wizard Mega Knight
Witch Electro Wizard Arrows Wizard Baby Dragon Mega Knight
Arrows Inferno Tower Wizard Baby Dragon Witch Electro Wizard
Inferno Tower P.E.K.K.A Mega Knight Wizard Witch Electro Wizard
Wizard Mega Knight Arrows Baby Dragon Witch P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Electro Wizard Mega Knight
Inferno Tower P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Arrows Inferno Tower Witch P.E.K.K.A Electro Wizard
Arrows Mega Knight Wizard Baby Dragon Witch Electro Wizard
Arrows Wizard Baby Dragon Witch Electro Wizard Mega Knight
P.E.K.K.A Inferno Tower Electro Wizard
Wizard Mega Knight Arrows Baby Dragon Witch 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.

Mega Knight Inferno Tower Witch P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Inferno Tower Witch Electro Wizard
P.E.K.K.A Mega Knight Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Witch Mega Knight
Arrows Wizard Baby Dragon Witch Electro Wizard
P.E.K.K.A Inferno Tower Witch Electro Wizard
Inferno Tower P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Inferno Tower Baby Dragon Witch
Inferno Tower Witch P.E.K.K.A
P.E.K.K.A Mega Knight Inferno Tower Witch
P.E.K.K.A Mega Knight Arrows Electro Wizard
P.E.K.K.A Mega Knight Inferno Tower Wizard Witch
Wizard Baby Dragon Witch Mega Knight
Inferno Tower Witch Electro Wizard Baby Dragon P.E.K.K.A
Arrows Mega Knight Inferno Tower Wizard Baby Dragon Witch 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.)

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

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