My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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 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!
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!
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 Flying Machine Ice Wizard Magic Archer

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.

Flying Machine Giant Skeleton Ice Wizard Royal Ghost Magic Archer

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.

Rage

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 Royal Ghost

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 Flying Machine Giant Skeleton Royal Ghost Magic Archer

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 Royal Ghost Magic Archer

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 Giant Skeleton
Giant Snowball
Minions Flying Machine
Zap
Minions Flying Machine
Barbarian Barrel
Giant Skeleton Ice Wizard Royal Ghost Magic Archer
The Log
Mini P.E.K.K.A Giant Skeleton
Earthquake
Arrows
Minions Flying Machine
Royal Delivery
Minions Mini P.E.K.K.A Flying Machine Giant Skeleton Ice Wizard Royal Ghost Magic Archer
Fireball
Minions Flying Machine Ice Wizard Magic Archer
Poison
Minions Flying Machine Ice Wizard Magic Archer
Lightning
Mini P.E.K.K.A Ice Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard Royal Ghost Magic Archer

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 Rage Giant Skeleton Ice Wizard Royal Ghost

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 Ice 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.

Rage Minions Ice Wizard Royal Ghost Mini P.E.K.K.A Flying Machine Magic Archer Giant Skeleton

Shortest cycle

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

11 Rage Minions Ice Wizard Royal Ghost

Attack Synergies 1 12

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.

Minions
Rage Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Minions Rage Giant Skeleton Ice Wizard Magic Archer
Flying Machine
Giant Skeleton Royal Ghost
Rage
Minions Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Minions Mini P.E.K.K.A Flying Machine Rage Ice Wizard Magic Archer
Ice Wizard
Mini P.E.K.K.A Giant Skeleton
Royal Ghost
Flying Machine Magic Archer
Magic Archer
Mini P.E.K.K.A Giant Skeleton Royal Ghost

Defense Synergies 0 11

Minions
Flying Machine Giant Skeleton Ice Wizard
Mini P.E.K.K.A
Ice Wizard Royal Ghost Magic Archer
Flying Machine
Minions Giant Skeleton Ice Wizard Royal Ghost
Rage
Giant Skeleton
Minions Flying Machine Ice Wizard Magic Archer
Ice Wizard
Minions Mini P.E.K.K.A Flying Machine Giant Skeleton
Royal Ghost
Mini P.E.K.K.A Flying Machine
Magic Archer
Mini P.E.K.K.A Giant Skeleton

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.

Minions Flying Machine Magic Archer
Mini P.E.K.K.A Minions Flying Machine Ice Wizard
Mini P.E.K.K.A Minions Giant Skeleton Ice Wizard
Mini P.E.K.K.A Minions Ice Wizard
Mini P.E.K.K.A Giant Skeleton
Minions Flying Machine Ice Wizard Royal Ghost Magic Archer
Minions Flying Machine Ice Wizard Magic Archer
Flying Machine Giant Skeleton Magic Archer
Mini P.E.K.K.A Minions Ice Wizard
Mini P.E.K.K.A Giant Skeleton Ice Wizard Royal Ghost
Minions Ice Wizard Flying Machine Giant Skeleton Royal Ghost Magic Archer
Minions Flying Machine Ice Wizard Magic Archer
Mini P.E.K.K.A Minions Flying Machine Giant Skeleton Ice Wizard
Minions Mini P.E.K.K.A Royal Ghost Magic Archer
Mini P.E.K.K.A
Mini P.E.K.K.A
Minions Mini P.E.K.K.A
Minions Flying Machine Ice Wizard Royal Ghost Magic Archer
Minions Flying Machine Giant Skeleton Ice Wizard Royal Ghost Magic Archer
Mini P.E.K.K.A
Royal Ghost Minions Mini P.E.K.K.A Flying Machine Giant Skeleton

Counters to secondary win conditions

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

Mini P.E.K.K.A Giant Skeleton Royal Ghost
Mini P.E.K.K.A Flying Machine Royal Ghost Magic Archer
Giant Skeleton Minions Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton
Giant Skeleton Mini P.E.K.K.A
Minions Flying Machine Ice Wizard Magic Archer
Mini P.E.K.K.A Minions Flying Machine Giant Skeleton Ice Wizard
Mini P.E.K.K.A Giant Skeleton
Giant Skeleton Minions Mini P.E.K.K.A Flying Machine Magic Archer
Minions Mini P.E.K.K.A Flying Machine Giant Skeleton
Giant Skeleton
Mini P.E.K.K.A Giant Skeleton
Flying Machine Magic Archer
Minions Mini P.E.K.K.A Flying Machine Giant Skeleton Magic Archer
Minions Mini P.E.K.K.A Flying Machine Giant Skeleton Ice Wizard Royal Ghost Magic Archer

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.)

Magic Archer Flying Machine Giant Skeleton Royal Ghost
Flying Machine Ice Wizard Royal Ghost Magic Archer
Flying Machine Giant Skeleton Magic Archer
Flying Machine Giant Skeleton
Magic Archer
Minions Flying Machine Ice Wizard Magic Archer
Flying Machine Magic Archer
Flying Machine Ice Wizard Magic Archer
Flying Machine
Minions Mini P.E.K.K.A
Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine Magic Archer
Minions Flying Machine Magic Archer
Flying Machine Magic Archer
Flying Machine Magic Archer
Magic Archer Flying Machine
Minions Mini P.E.K.K.A
Mini P.E.K.K.A Flying Machine Magic Archer
Flying Machine Magic Archer
Minions Giant Skeleton Magic Archer
Flying Machine
Ice Wizard Magic Archer
Flying Machine Ice Wizard Royal Ghost Magic Archer
Flying Machine Magic Archer
Magic Archer
Flying Machine Ice Wizard Magic Archer
Minions Flying Machine
Mini P.E.K.K.A
Magic Archer
Magic Archer
Giant Skeleton
Magic Archer
Minions Flying Machine Magic Archer
Flying Machine Ice Wizard Magic Archer
Mini P.E.K.K.A Flying Machine Magic Archer
Flying Machine Magic Archer
Giant Skeleton
Flying Machine
Minions Flying Machine Giant Skeleton Magic Archer
Flying Machine Magic Archer
Flying Machine Giant Skeleton Royal Ghost Magic Archer

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