My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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 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.

Firecracker Electro Wizard Inferno 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.

Firecracker P.E.K.K.A Bandit Electro Wizard Inferno Dragon 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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.

P.E.K.K.A Inferno 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.

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.

Firecracker Bandit Fireball Electro Wizard Inferno Dragon Monk P.E.K.K.A Mega Knight

Shortest cycle

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

14 Firecracker Bandit Fireball Electro Wizard

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.

Firecracker
P.E.K.K.A Bandit Inferno Dragon Mega Knight Monk
Fireball
Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Firecracker
Bandit
Firecracker Electro Wizard Mega Knight
Electro Wizard
P.E.K.K.A Fireball Bandit Mega Knight
Inferno Dragon
Mega Knight Firecracker
Mega Knight
Inferno Dragon Firecracker Fireball Bandit Electro Wizard
Monk
Firecracker

Defense Synergies 0 13

Firecracker
P.E.K.K.A Bandit Electro Wizard Mega Knight
Fireball
Bandit Electro Wizard Mega Knight
P.E.K.K.A
Firecracker Electro Wizard
Bandit
Firecracker Fireball Electro Wizard Mega Knight
Electro Wizard
Firecracker Fireball P.E.K.K.A Bandit Inferno Dragon Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Mega Knight
Firecracker Fireball Bandit Electro Wizard Inferno Dragon
Monk

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.

Firecracker Fireball Electro Wizard
P.E.K.K.A Inferno Dragon Firecracker Bandit Electro Wizard Mega Knight Monk
P.E.K.K.A Mega Knight Bandit Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Firecracker Bandit Electro Wizard Mega Knight Monk
Firecracker Fireball P.E.K.K.A Mega Knight Monk
Fireball Firecracker Bandit Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Firecracker Fireball
Fireball P.E.K.K.A Bandit Electro Wizard Mega Knight Monk
P.E.K.K.A Inferno Dragon
Firecracker Bandit Electro Wizard Mega Knight
Electro Wizard Firecracker Fireball Bandit Mega Knight
Inferno Dragon Firecracker Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Bandit Electro Wizard
Fireball Mega Knight Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Bandit Electro Wizard Mega Knight
Monk Fireball P.E.K.K.A Bandit Electro Wizard Inferno Dragon Mega Knight
Mega Knight Firecracker Fireball P.E.K.K.A Electro Wizard
Fireball Mega Knight Firecracker Bandit Electro Wizard
Firecracker Fireball Bandit Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Electro Wizard Inferno Dragon
Mega Knight Firecracker 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 Firecracker Inferno Dragon 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 Inferno Dragon Mega Knight
Firecracker Fireball Electro Wizard Monk
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Electro Wizard Mega Knight Firecracker Fireball Bandit Inferno Dragon Monk
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Monk Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Bandit
Firecracker Fireball Mega Knight
Electro Wizard Firecracker Fireball P.E.K.K.A Inferno Dragon Monk
Mega Knight Firecracker Fireball P.E.K.K.A Electro Wizard Inferno Dragon
Fireball Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Inferno 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.)

Fireball Firecracker Bandit Monk
Firecracker Fireball Monk Bandit Electro Wizard
Fireball Bandit
Firecracker Fireball
Fireball Firecracker Mega Knight
Firecracker Fireball Monk
Firecracker
Fireball Firecracker
Fireball Monk Firecracker Bandit
Fireball Electro Wizard
Firecracker Monk Fireball Bandit Electro Wizard
Fireball Monk Firecracker
Firecracker Fireball Bandit
Firecracker Fireball Bandit Monk
Firecracker Fireball
Firecracker Fireball Bandit
Firecracker Fireball Bandit Mega Knight
Monk Fireball
Firecracker Fireball Bandit Electro Wizard Mega Knight Monk
Firecracker Fireball Mega Knight Monk
Fireball Mega Knight Monk
Fireball
Monk
Fireball Monk
Firecracker Fireball Mega Knight
Inferno Dragon
Firecracker Fireball Bandit Electro Wizard Monk
Fireball Bandit Mega Knight Monk
Fireball Firecracker Bandit
Firecracker Fireball Electro Wizard
Electro Wizard Firecracker Fireball
Fireball
Fireball Bandit Mega Knight
Firecracker Fireball Electro Wizard Monk
P.E.K.K.A Mega Knight
Firecracker Fireball Monk
Electro Wizard Fireball Bandit
Fireball Firecracker Electro Wizard Monk
Fireball
Fireball Firecracker Electro Wizard Mega Knight
Firecracker Fireball
Monk Fireball
Firecracker P.E.K.K.A Mega Knight
Firecracker Fireball Electro Wizard
Firecracker Fireball Electro Wizard
Firecracker Fireball Bandit Electro Wizard Mega Knight Monk
P.E.K.K.A Inferno Dragon
Fireball Firecracker Mega Knight Monk

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