My Best Clash Royale Deck

Deck Check Rating

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

2 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 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.

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.

Knight Wizard Baby Dragon Giant Skeleton Golem Mega Knight

Offensive cards

Win conditions

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

Golem

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 Mini P.E.K.K.A 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 Elite Barbarians Mini P.E.K.K.A Baby Dragon Giant Skeleton Golem 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 Mini P.E.K.K.A Giant Skeleton Golem

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Mini P.E.K.K.A Baby Dragon Giant Skeleton Golem 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.

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.

Knight Mini P.E.K.K.A Baby Dragon Wizard Elite Barbarians Giant Skeleton Mega Knight Golem

Shortest cycle

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

16 Knight Mini P.E.K.K.A Baby Dragon Wizard

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.

Knight
Baby Dragon Elite Barbarians Wizard
Elite Barbarians
Knight Wizard Mega Knight
Mini P.E.K.K.A
Wizard Baby Dragon Giant Skeleton Golem Mega Knight
Wizard
Knight Elite Barbarians Mini P.E.K.K.A Giant Skeleton Golem Mega Knight
Baby Dragon
Knight Golem Mini P.E.K.K.A Giant Skeleton Mega Knight
Giant Skeleton
Mini P.E.K.K.A Wizard Baby Dragon
Golem
Baby Dragon Mini P.E.K.K.A Wizard
Mega Knight
Elite Barbarians Mini P.E.K.K.A Wizard Baby Dragon

Defense Synergies 0 12

Knight
Mini P.E.K.K.A Wizard Baby Dragon
Elite Barbarians
Mini P.E.K.K.A Wizard Mega Knight
Mini P.E.K.K.A
Knight Elite Barbarians Wizard Baby Dragon
Wizard
Knight Elite Barbarians Mini P.E.K.K.A Giant Skeleton Mega Knight
Baby Dragon
Knight Mini P.E.K.K.A Giant Skeleton Mega Knight
Giant Skeleton
Wizard Baby Dragon
Golem
Mega Knight
Elite Barbarians 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.

Knight Wizard Baby Dragon
Elite Barbarians Mini P.E.K.K.A Knight Mega Knight
Mini P.E.K.K.A Mega Knight Knight Elite Barbarians Giant Skeleton
Elite Barbarians Mini P.E.K.K.A Knight Mega Knight
Elite Barbarians Mini P.E.K.K.A Giant Skeleton Mega Knight
Baby Dragon Mega Knight
Wizard Baby Dragon
Baby Dragon Giant Skeleton Mega Knight
Mini P.E.K.K.A Elite Barbarians
Knight Elite Barbarians Mini P.E.K.K.A Giant Skeleton Mega Knight
Knight Wizard Baby Dragon Giant Skeleton Mega Knight
Wizard Baby Dragon
Mini P.E.K.K.A Mega Knight Knight Elite Barbarians Wizard Giant Skeleton
Wizard Mega Knight Mini P.E.K.K.A Baby Dragon
Elite Barbarians Mini P.E.K.K.A Knight Mega Knight
Elite Barbarians Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Knight Elite Barbarians Mini P.E.K.K.A
Mega Knight Knight Elite Barbarians Wizard Baby Dragon
Wizard Baby Dragon Knight Giant Skeleton Mega Knight
Mini P.E.K.K.A Elite Barbarians
Wizard Mega Knight Knight Elite Barbarians Mini P.E.K.K.A Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Mega Knight Elite Barbarians Giant Skeleton
Knight Elite Barbarians Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Giant Skeleton Mega Knight Knight Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton Mega Knight Knight Elite Barbarians
Giant Skeleton Knight Elite Barbarians Mini P.E.K.K.A Mega Knight
Wizard Baby Dragon
Mini P.E.K.K.A Knight Elite Barbarians Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Mega Knight Knight Elite Barbarians
Giant Skeleton Mega Knight Knight Elite Barbarians Mini P.E.K.K.A Baby Dragon
Mega Knight Knight Elite Barbarians Mini P.E.K.K.A Giant Skeleton
Mega Knight Elite Barbarians Giant Skeleton
Elite Barbarians Mini P.E.K.K.A Giant Skeleton Mega Knight Knight Wizard
Wizard Baby Dragon Mega Knight
Elite Barbarians Knight Mini P.E.K.K.A Baby Dragon Giant Skeleton
Mega Knight Elite Barbarians Mini P.E.K.K.A Wizard Baby Dragon Giant Skeleton

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 Baby Dragon Giant Skeleton
Baby Dragon
Baby Dragon Giant Skeleton
Knight Giant Skeleton
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Elite Barbarians Mini P.E.K.K.A
Knight Wizard
Wizard Baby Dragon
Knight Elite Barbarians Baby Dragon
Baby Dragon
Elite Barbarians Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Mega Knight
Baby Dragon Giant Skeleton Mega Knight
Wizard
Baby Dragon
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Wizard Baby Dragon Mega Knight
Baby Dragon
Elite Barbarians Wizard Baby Dragon
Wizard
Elite Barbarians Mini P.E.K.K.A
Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Wizard Baby Dragon
Knight Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Giant Skeleton
Elite Barbarians Mega Knight
Elite Barbarians Baby Dragon Giant Skeleton
Baby Dragon Giant Skeleton Mega Knight

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