My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 warnings Why?

Missing cards in your collection

Skeleton Dragons Fisherman Graveyard Sparky Lava Hound

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.

Wizard 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.

Wizard Prince Giant Skeleton Electro Wizard Inferno Dragon 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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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 Prince Giant Skeleton 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.

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 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.

Skeleton Army Mini P.E.K.K.A Electro Wizard Inferno Dragon Wizard Prince Giant Skeleton Mega Knight

Shortest cycle

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

15 Skeleton Army Mini P.E.K.K.A Electro Wizard Inferno Dragon

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.

Mini P.E.K.K.A
Wizard Giant Skeleton Electro Wizard Mega Knight
Wizard
Mini P.E.K.K.A Prince Giant Skeleton Mega Knight
Skeleton Army
Prince
Mega Knight Wizard Electro Wizard
Giant Skeleton
Mini P.E.K.K.A Wizard Electro Wizard
Electro Wizard
Mini P.E.K.K.A Prince Giant Skeleton Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Prince Inferno Dragon Mini P.E.K.K.A Wizard Electro Wizard

Defense Synergies 1 16

Mini P.E.K.K.A
Electro Wizard Wizard Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton Electro Wizard Mega Knight
Skeleton Army
Mini P.E.K.K.A Wizard Prince Giant Skeleton Electro Wizard Inferno Dragon
Prince
Wizard Skeleton Army Electro Wizard
Giant Skeleton
Wizard Skeleton Army Electro Wizard
Electro Wizard
Mini P.E.K.K.A Wizard Skeleton Army Prince Giant Skeleton Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army Electro Wizard Mega Knight
Mega Knight
Wizard Electro Wizard Inferno 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.

Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Inferno Dragon Prince Electro Wizard Mega Knight
Mini P.E.K.K.A Skeleton Army Prince Mega Knight Giant Skeleton Electro Wizard Inferno Dragon
Mini P.E.K.K.A Skeleton Army Prince Inferno Dragon Electro Wizard Mega Knight
Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton Mega Knight
Skeleton Army Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Wizard
Giant Skeleton Electro Wizard Mega Knight
Mini P.E.K.K.A Inferno Dragon Skeleton Army Prince
Skeleton Army Mini P.E.K.K.A Prince Giant Skeleton Electro Wizard Mega Knight
Skeleton Army Electro Wizard Wizard Giant Skeleton Mega Knight
Inferno Dragon Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Prince Mega Knight Wizard Giant Skeleton Electro Wizard
Wizard Skeleton Army Mega Knight Mini P.E.K.K.A Prince Electro Wizard
Mini P.E.K.K.A Skeleton Army Inferno Dragon Prince Electro Wizard Mega Knight
Skeleton Army Mini P.E.K.K.A Prince Electro Wizard Inferno Dragon Mega Knight
Wizard Mega Knight Mini P.E.K.K.A Skeleton Army Prince Electro Wizard
Mega Knight Wizard Skeleton Army Prince Electro Wizard
Wizard Giant Skeleton Electro Wizard Inferno Dragon Mega Knight
Mini P.E.K.K.A Prince Electro Wizard Inferno Dragon
Wizard Skeleton Army Mega Knight Mini P.E.K.K.A Prince 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 Skeleton Army Mega Knight Prince Giant Skeleton Electro Wizard
Electro Wizard Mini P.E.K.K.A Wizard Prince Inferno Dragon Mega Knight
Skeleton Army Giant Skeleton Mega Knight Mini P.E.K.K.A Prince Electro Wizard
Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton Mega Knight Electro Wizard
Giant Skeleton Mini P.E.K.K.A Skeleton Army Prince Inferno Dragon Mega Knight
Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight Skeleton Army Prince Inferno Dragon
Giant Skeleton Electro Wizard Mega Knight Mini P.E.K.K.A Skeleton Army Prince Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Mini P.E.K.K.A Prince Giant Skeleton
Skeleton Army Mega Knight Prince Giant Skeleton Electro Wizard
Mini P.E.K.K.A Skeleton Army Prince Giant Skeleton Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Electro Wizard Mini P.E.K.K.A Prince Giant Skeleton Inferno Dragon
Mega Knight Mini P.E.K.K.A Wizard Giant Skeleton Electro Wizard 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.)

Giant Skeleton
Electro Wizard
Giant Skeleton
Prince Giant Skeleton
Wizard Mega Knight
Wizard
Wizard
Wizard
Wizard
Mini P.E.K.K.A Prince Electro Wizard
Wizard Prince Electro Wizard
Wizard
Prince
Wizard
Wizard Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Prince Electro Wizard Mega Knight
Wizard Mega Knight
Prince Giant Skeleton Mega Knight
Wizard
Prince
Wizard Mega Knight
Inferno Dragon
Wizard Electro Wizard
Wizard Prince Mega Knight
Wizard Electro Wizard
Electro Wizard Wizard
Mini P.E.K.K.A
Wizard Mega Knight
Electro Wizard
Prince Giant Skeleton Mega Knight
Wizard
Electro Wizard Skeleton Army Prince
Wizard Electro Wizard
Mini P.E.K.K.A Wizard Prince Electro Wizard Mega Knight
Wizard
Giant Skeleton
Prince Mega Knight
Giant Skeleton Electro Wizard
Electro Wizard
Prince Giant Skeleton Electro Wizard Mega Knight

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