My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Firecracker Wizard Baby Dragon

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.

Bomber Firecracker Giant Wizard Baby Dragon Mega Knight

Offensive cards

Win conditions

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

Giant

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 Giant 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 Giant Baby Dragon 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.

Firecracker 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
Bomber Giant Skeleton Army
Giant Snowball
Bomber Skeleton Army Baby Dragon
Zap
Bomber Firecracker Skeleton Army
Barbarian Barrel
Bomber Firecracker Wizard Skeleton Army
The Log
Bomber Firecracker Mini P.E.K.K.A Skeleton Army
Earthquake
Bomber Firecracker Skeleton Army
Arrows
Bomber Firecracker Skeleton Army
Royal Delivery
Bomber Firecracker Mini P.E.K.K.A Wizard Skeleton Army Baby Dragon
Fireball
Bomber Firecracker Wizard Skeleton Army Baby Dragon
Poison
Bomber Firecracker Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Firecracker Wizard Baby Dragon Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Baby Dragon 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.

Skeleton Army

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.

Bomber Firecracker Skeleton Army Mini P.E.K.K.A Baby Dragon Giant Wizard Mega Knight

Shortest cycle

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

12 Bomber Firecracker Skeleton Army Mini P.E.K.K.A

Attack Synergies 2 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.

Bomber
Giant Mini P.E.K.K.A Baby Dragon Mega Knight
Firecracker
Mini P.E.K.K.A Giant Baby Dragon Mega Knight
Mini P.E.K.K.A
Giant Bomber Firecracker Wizard Baby Dragon Mega Knight
Giant
Bomber Mini P.E.K.K.A Firecracker Wizard Baby Dragon
Wizard
Mini P.E.K.K.A Giant Mega Knight
Skeleton Army
Baby Dragon
Bomber Firecracker Mini P.E.K.K.A Giant Mega Knight
Mega Knight
Bomber Firecracker Mini P.E.K.K.A Wizard Baby Dragon

Defense Synergies 0 11

Bomber
Mini P.E.K.K.A
Firecracker
Mini P.E.K.K.A Skeleton Army Baby Dragon Mega Knight
Mini P.E.K.K.A
Bomber Firecracker Wizard Skeleton Army Baby Dragon
Giant
Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army
Firecracker Mini P.E.K.K.A Wizard
Baby Dragon
Firecracker Mini P.E.K.K.A Mega Knight
Mega Knight
Firecracker Wizard Baby Dragon

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.

Bomber Firecracker Wizard Baby Dragon
Mini P.E.K.K.A Skeleton Army Bomber Firecracker Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Bomber
Mini P.E.K.K.A Skeleton Army Bomber Firecracker Mega Knight
Bomber Firecracker Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Bomber Firecracker Baby Dragon Mega Knight
Firecracker Wizard Baby Dragon
Baby Dragon Mega Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Bomber Firecracker Mini P.E.K.K.A Mega Knight
Skeleton Army Bomber Firecracker Wizard Baby Dragon Mega Knight
Firecracker Wizard Baby Dragon
Mini P.E.K.K.A Skeleton Army Mega Knight Bomber Wizard
Bomber Wizard Skeleton Army Mega Knight Firecracker Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Bomber Firecracker Mini P.E.K.K.A Skeleton Army
Mega Knight Bomber Firecracker Wizard Skeleton Army Baby Dragon
Wizard Baby Dragon Bomber Firecracker Mega Knight
Mini P.E.K.K.A
Bomber Wizard Skeleton Army Mega Knight Firecracker Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Mega Knight
Bomber Firecracker Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Skeleton Army Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight
Firecracker Wizard Baby Dragon
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Mega Knight Skeleton Army
Mega Knight Firecracker Mini P.E.K.K.A Skeleton Army Baby Dragon
Skeleton Army
Mega Knight Mini P.E.K.K.A
Skeleton Army Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard
Wizard Bomber Firecracker Skeleton Army Baby Dragon Mega Knight
Skeleton Army Bomber Firecracker Mini P.E.K.K.A Baby Dragon
Mega Knight Bomber Firecracker Mini P.E.K.K.A Wizard Baby Dragon

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.)

Firecracker Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Firecracker
Bomber Wizard Firecracker Baby Dragon Mega Knight
Firecracker Wizard Baby Dragon
Bomber Firecracker Wizard Baby Dragon
Firecracker Wizard Baby Dragon
Firecracker Wizard
Mini P.E.K.K.A
Firecracker Wizard
Firecracker Wizard Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Bomber Firecracker Wizard Baby Dragon
Firecracker Wizard Baby Dragon Mega Knight
Bomber Mini P.E.K.K.A
Bomber Firecracker Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Bomber Firecracker Wizard Baby Dragon Mega Knight
Baby Dragon Mega Knight
Wizard
Baby Dragon
Firecracker Bomber Wizard Baby Dragon Mega Knight
Firecracker Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Firecracker Baby Dragon
Firecracker Wizard Baby Dragon
Firecracker Wizard
Mini P.E.K.K.A
Bomber Wizard Mega Knight
Firecracker
Mega Knight
Firecracker Wizard
Skeleton Army
Firecracker Wizard Baby Dragon
Firecracker Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Bomber Firecracker Wizard Baby Dragon
Firecracker Mega Knight
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon Mega Knight

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