My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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 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!
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 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!
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.

Minions 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.

Knight Wizard Dark Prince 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.

Missing

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.

Elite Barbarians Dark Prince 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.

Knight Barbarians Elite Barbarians Dark Prince 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.

Elite Barbarians Dark Prince

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
Minions Elite Barbarians Dark Prince
Giant Snowball
Minions Barbarians
Zap
Minions Dark Prince
Barbarian Barrel
Knight Barbarians Elite Barbarians Wizard Dark Prince
The Log
Barbarians Elite Barbarians Dark Prince
Earthquake
Barbarians
Arrows
Minions
Royal Delivery
Knight Minions Barbarians Elite Barbarians Wizard Dark Prince P.E.K.K.A
Fireball
Minions Barbarians Elite Barbarians Wizard
Poison
Minions Barbarians Wizard
Lightning
Knight Elite Barbarians Wizard Dark Prince
Rocket
Barbarians Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Dark Prince 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.

Knight Dark Prince 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.

Elite Barbarians

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Knight Minions Dark Prince Barbarians Wizard Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

15 Knight Minions Dark Prince Barbarians

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.

Knight
Minions Elite Barbarians Wizard
Minions
Knight Mega Knight Elite Barbarians Dark Prince P.E.K.K.A
Barbarians
Elite Barbarians
Knight Minions Wizard Mega Knight
Wizard
Knight Elite Barbarians Dark Prince P.E.K.K.A Mega Knight
Dark Prince
Minions Wizard
P.E.K.K.A
Minions Wizard
Mega Knight
Minions Elite Barbarians Wizard

Defense Synergies 2 9

Knight
Minions Wizard
Minions
Knight Dark Prince P.E.K.K.A Mega Knight
Barbarians
Elite Barbarians
Dark Prince Wizard Mega Knight
Wizard
Knight Elite Barbarians Dark Prince P.E.K.K.A Mega Knight
Dark Prince
Elite Barbarians Minions Wizard
P.E.K.K.A
Minions Wizard
Mega Knight
Minions Elite Barbarians 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.

Knight Minions Wizard
Barbarians Elite Barbarians P.E.K.K.A Knight Minions Dark Prince Mega Knight
Barbarians P.E.K.K.A Mega Knight Knight Minions Elite Barbarians Dark Prince
Barbarians Elite Barbarians P.E.K.K.A Knight Minions Dark Prince Mega Knight
Barbarians Elite Barbarians Dark Prince P.E.K.K.A Mega Knight
Minions Dark Prince Mega Knight
Minions Wizard
Barbarians P.E.K.K.A Mega Knight
Barbarians P.E.K.K.A Minions Elite Barbarians
Knight Elite Barbarians Barbarians Dark Prince Mega Knight
Minions Barbarians Knight Wizard Dark Prince Mega Knight
Minions Wizard
Barbarians P.E.K.K.A Mega Knight Knight Minions Elite Barbarians Wizard Dark Prince
Wizard Mega Knight Minions Barbarians Dark Prince P.E.K.K.A
Barbarians Elite Barbarians P.E.K.K.A Knight Mega Knight
Barbarians Elite Barbarians P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Knight Minions Elite Barbarians Dark Prince P.E.K.K.A
Mega Knight Knight Minions Barbarians Elite Barbarians Wizard Dark Prince
Wizard Knight Minions Barbarians Dark Prince Mega Knight
Barbarians P.E.K.K.A Elite Barbarians
Wizard Dark Prince Mega Knight Knight Minions Barbarians Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Mega Knight Elite Barbarians Dark Prince P.E.K.K.A
Knight Elite Barbarians Wizard Mega Knight
Barbarians P.E.K.K.A Mega Knight Knight Minions Elite Barbarians Dark Prince
Dark Prince P.E.K.K.A Mega Knight Knight Barbarians Elite Barbarians
Barbarians P.E.K.K.A Knight Elite Barbarians Dark Prince Mega Knight
Wizard Minions
Dark Prince P.E.K.K.A Knight Minions Barbarians Elite Barbarians
P.E.K.K.A Mega Knight Knight Barbarians Elite Barbarians Dark Prince
P.E.K.K.A Mega Knight Knight Minions Barbarians Elite Barbarians Dark Prince
P.E.K.K.A Barbarians
P.E.K.K.A Mega Knight Knight Minions Barbarians Elite Barbarians Dark Prince
P.E.K.K.A Mega Knight Barbarians Elite Barbarians Dark Prince
Barbarians Elite Barbarians Dark Prince P.E.K.K.A Mega Knight Knight Wizard
Wizard Barbarians Mega Knight
Barbarians Elite Barbarians Knight Minions Dark Prince P.E.K.K.A
Minions Mega Knight Barbarians Elite Barbarians Wizard Dark Prince 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.)

Knight
Knight Barbarians Dark Prince
Wizard Dark Prince Mega Knight
Wizard Minions
Wizard
Wizard
Wizard
Minions Elite Barbarians
Knight Wizard Dark Prince
Wizard
Knight Elite Barbarians
Minions
Elite Barbarians
Wizard
Wizard Mega Knight
Minions
Wizard Dark Prince Mega Knight
Wizard Mega Knight
Minions Mega Knight
Wizard
Barbarians
Wizard Dark Prince Mega Knight
Wizard
Wizard Mega Knight
Elite Barbarians Wizard
Minions Wizard
Elite Barbarians
Wizard Mega Knight
P.E.K.K.A Mega Knight
Wizard
Minions Barbarians Dark Prince
Wizard
Knight Wizard Dark Prince Mega Knight
Wizard
Elite Barbarians Dark Prince P.E.K.K.A Mega Knight
Minions Elite Barbarians
Dark Prince Mega Knight

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