My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Goblin Hut Wizard Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Hut Wizard Witch Giant Skeleton Electro Wizard 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.

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.

Mini P.E.K.K.A Giant Skeleton 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.

Mini P.E.K.K.A Giant Skeleton Electro Wizard

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 Giant Skeleton
Giant Snowball
Goblin Hut Clone Witch
Zap
Goblin Hut Clone Witch
Barbarian Barrel
Goblin Hut Wizard Clone Witch Giant Skeleton Electro Wizard
The Log
Mini P.E.K.K.A Goblin Hut Clone Witch Giant Skeleton
Earthquake
Goblin Hut Clone Witch
Arrows
Goblin Hut Clone Witch
Royal Delivery
Mini P.E.K.K.A Goblin Hut Wizard Clone Witch Giant Skeleton Electro Wizard
Fireball
Goblin Hut Wizard Clone Witch Electro Wizard
Poison
Goblin Hut Wizard Clone Witch Electro Wizard
Lightning
Mini P.E.K.K.A Goblin Hut Wizard Witch Electro Wizard
Rocket
Goblin Hut Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Mini P.E.K.K.A Clone Giant Skeleton 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.

Wizard Witch 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.

Clone Mini P.E.K.K.A Electro Wizard Goblin Hut Wizard Witch Giant Skeleton Mega Knight

Shortest cycle

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

16 Clone Mini P.E.K.K.A Electro Wizard Goblin Hut

Attack Synergies 1 15

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.

Mini P.E.K.K.A
Goblin Hut Wizard Giant Skeleton Electro Wizard Mega Knight
Goblin Hut
Mini P.E.K.K.A Giant Skeleton Mega Knight
Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight
Clone
Giant Skeleton Witch Electro Wizard
Witch
Clone Giant Skeleton Mega Knight
Giant Skeleton
Clone Mini P.E.K.K.A Goblin Hut Wizard Witch Electro Wizard
Electro Wizard
Mini P.E.K.K.A Clone Giant Skeleton Mega Knight
Mega Knight
Mini P.E.K.K.A Goblin Hut Wizard Witch Electro Wizard

Defense Synergies 1 14

Mini P.E.K.K.A
Electro Wizard Goblin Hut Wizard Witch
Goblin Hut
Mini P.E.K.K.A Wizard Giant Skeleton Electro Wizard
Wizard
Mini P.E.K.K.A Goblin Hut Giant Skeleton Electro Wizard Mega Knight
Clone
Witch
Mini P.E.K.K.A Giant Skeleton Electro Wizard Mega Knight
Giant Skeleton
Goblin Hut Wizard Witch Electro Wizard
Electro Wizard
Mini P.E.K.K.A Goblin Hut Wizard Witch Giant Skeleton Mega Knight
Mega Knight
Wizard Witch Electro 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.

Goblin Hut Wizard Electro Wizard
Mini P.E.K.K.A Goblin Hut Witch Electro Wizard Mega Knight
Mini P.E.K.K.A Goblin Hut Witch Mega Knight Giant Skeleton Electro Wizard
Mini P.E.K.K.A Goblin Hut Witch Electro Wizard Mega Knight
Mini P.E.K.K.A Giant Skeleton Mega Knight
Electro Wizard Mega Knight
Electro Wizard Goblin Hut Wizard Witch
Giant Skeleton Electro Wizard Mega Knight
Mini P.E.K.K.A Witch Goblin Hut
Mini P.E.K.K.A Giant Skeleton Electro Wizard Mega Knight
Witch Electro Wizard Goblin Hut Wizard Giant Skeleton Mega Knight
Goblin Hut Wizard Witch Electro Wizard
Mini P.E.K.K.A Goblin Hut Mega Knight Wizard Witch Giant Skeleton Electro Wizard
Wizard Mega Knight Mini P.E.K.K.A Goblin Hut Witch Electro Wizard
Mini P.E.K.K.A Goblin Hut Electro Wizard Mega Knight
Mini P.E.K.K.A Goblin Hut Electro Wizard Mega Knight
Wizard Mega Knight Mini P.E.K.K.A Goblin Hut Witch Electro Wizard
Mega Knight Goblin Hut Wizard Witch Electro Wizard
Wizard Witch Goblin Hut Giant Skeleton Electro Wizard Mega Knight
Mini P.E.K.K.A Goblin Hut Electro Wizard
Wizard Mega Knight Mini P.E.K.K.A Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Goblin Hut Witch Giant Skeleton Electro Wizard
Electro Wizard Mini P.E.K.K.A Wizard Mega Knight
Giant Skeleton Mega Knight Mini P.E.K.K.A Goblin Hut Witch Electro Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight Electro Wizard
Giant Skeleton Mini P.E.K.K.A Goblin Hut Witch Mega Knight
Wizard Goblin Hut Witch Electro Wizard
Mini P.E.K.K.A Goblin Hut Witch Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight
Giant Skeleton Electro Wizard Mega Knight Mini P.E.K.K.A Goblin Hut Witch
Witch Goblin Hut
Mega Knight Mini P.E.K.K.A Goblin Hut Witch Giant Skeleton
Mega Knight Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight Wizard Witch
Wizard Witch Mega Knight
Goblin Hut Witch Electro Wizard Mini P.E.K.K.A Giant Skeleton
Mega Knight Mini P.E.K.K.A Goblin Hut Wizard Witch Giant Skeleton Electro Wizard

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.)

Giant Skeleton
Electro Wizard
Goblin Hut Giant Skeleton
Giant Skeleton
Wizard Mega Knight
Wizard Witch
Wizard Witch
Wizard
Wizard
Mini P.E.K.K.A Electro Wizard
Wizard Electro Wizard
Wizard
Goblin Hut
Goblin Hut
Goblin Hut Wizard Witch
Goblin Hut Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Wizard Witch Mega Knight
Giant Skeleton Mega Knight
Wizard
Wizard Witch Mega Knight
Witch
Wizard Witch Electro Wizard
Wizard Witch Mega Knight
Wizard Witch Electro Wizard
Electro Wizard Goblin Hut Wizard Witch
Mini P.E.K.K.A
Wizard Mega Knight
Electro Wizard
Giant Skeleton Mega Knight
Wizard
Electro Wizard Goblin Hut Witch
Wizard Witch Electro Wizard
Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Wizard
Giant Skeleton
Mega Knight
Witch Giant Skeleton Electro Wizard
Witch Electro Wizard
Witch Giant Skeleton Electro Wizard Mega Knight

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