My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

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.

Wizard Balloon P.E.K.K.A Mega Knight

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.

Rocket Freeze

Punishments

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

Balloon Mega Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Balloon 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.

Balloon

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
Clone Balloon
Giant Snowball
Barbarians Clone Balloon
Zap
Clone Balloon
Barbarian Barrel
Barbarians Wizard Clone
The Log
Barbarians Clone
Earthquake
Barbarians Clone
Arrows
Clone
Royal Delivery
Barbarians Wizard Clone Balloon P.E.K.K.A
Fireball
Barbarians Wizard Clone Balloon
Poison
Barbarians Wizard Clone Balloon
Lightning
Wizard Balloon
Rocket
Barbarians Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Freeze 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.

Rocket Clone Freeze 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.

Barbarians 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.

Clone Freeze Barbarians Wizard Balloon Rocket P.E.K.K.A Mega Knight

Shortest cycle

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

17 Clone Freeze Barbarians Wizard

Attack Synergies 2 5

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.

Barbarians
Balloon
Wizard
Balloon P.E.K.K.A Mega Knight
Rocket
Clone
Balloon
Freeze
Balloon
Balloon
Clone Freeze Barbarians Wizard Mega Knight
P.E.K.K.A
Wizard
Mega Knight
Wizard Balloon

Defense Synergies 0 4

Barbarians
Wizard
Freeze P.E.K.K.A Mega Knight
Rocket
Clone
Freeze
Wizard Mega Knight
Balloon
P.E.K.K.A
Wizard
Mega Knight
Wizard Freeze

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.

Rocket Wizard
Barbarians P.E.K.K.A Mega Knight
Barbarians Rocket P.E.K.K.A Mega Knight Freeze
Barbarians P.E.K.K.A Mega Knight
Barbarians Rocket P.E.K.K.A Mega Knight
Freeze Mega Knight
Rocket Wizard Freeze
Rocket Barbarians P.E.K.K.A Mega Knight
Barbarians P.E.K.K.A
Barbarians Mega Knight
Barbarians Wizard Freeze Mega Knight
Wizard
Barbarians P.E.K.K.A Mega Knight Wizard Rocket Freeze
Wizard Rocket Mega Knight Barbarians Freeze P.E.K.K.A
Barbarians P.E.K.K.A Mega Knight
Barbarians Rocket Freeze P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight P.E.K.K.A
Mega Knight Barbarians Wizard
Wizard Freeze Barbarians Mega Knight
Barbarians P.E.K.K.A
Wizard Mega Knight Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mega Knight P.E.K.K.A
Wizard Rocket Mega Knight
Barbarians P.E.K.K.A Mega Knight Rocket
Rocket P.E.K.K.A Mega Knight Barbarians
Barbarians P.E.K.K.A Mega Knight
Wizard Rocket Freeze
Rocket P.E.K.K.A Barbarians
P.E.K.K.A Mega Knight Barbarians
Rocket Freeze P.E.K.K.A Mega Knight Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Mega Knight Barbarians
Rocket P.E.K.K.A Mega Knight Barbarians
Barbarians Rocket P.E.K.K.A Mega Knight Wizard
Wizard Barbarians Mega Knight
Barbarians Rocket Freeze P.E.K.K.A
Mega Knight Barbarians Wizard Freeze 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.)

Rocket Freeze
Rocket
Barbarians Rocket Freeze
Wizard Rocket Mega Knight
Wizard Rocket Freeze
Wizard
Wizard Freeze
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket Freeze
Rocket Wizard
Wizard Rocket Mega Knight
Rocket Freeze
Rocket
Rocket Wizard Mega Knight
Rocket Wizard Mega Knight
Rocket Mega Knight
Rocket Wizard
Rocket
Rocket Barbarians
Freeze Wizard Mega Knight
Wizard
Wizard Mega Knight
Rocket
Wizard
Rocket Wizard Freeze
Wizard Rocket Mega Knight
Rocket Freeze
P.E.K.K.A Mega Knight
Rocket Wizard
Barbarians Rocket Freeze
Rocket Wizard
Freeze
Wizard Rocket Mega Knight
Wizard
Rocket
P.E.K.K.A Mega Knight
Rocket Freeze
Rocket
Rocket Freeze Mega Knight

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