My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 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 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.

Furnace Wizard Baby Dragon Witch

Defensive buildings

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

Furnace

Investments

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

Furnace Wizard Baby Dragon Witch 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.

Hog Rider

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 Hog Rider 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.

Elite Barbarians Hog Rider Baby Dragon 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 Hog Rider

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 Hog Rider
Giant Snowball
Hog Rider Furnace Baby Dragon Witch
Zap
Furnace Witch
Barbarian Barrel
Elite Barbarians Furnace Wizard Witch
The Log
Elite Barbarians Hog Rider Furnace Witch
Earthquake
Hog Rider Furnace Witch
Arrows
Furnace Witch
Royal Delivery
Elite Barbarians Hog Rider Wizard Baby Dragon Witch P.E.K.K.A
Fireball
Elite Barbarians Hog Rider Furnace Wizard Baby Dragon Witch
Poison
Furnace Wizard Witch
Lightning
Elite Barbarians Furnace Wizard Baby Dragon Witch
Rocket
Elite Barbarians Hog Rider Furnace Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Furnace 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.

Baby Dragon 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.

Furnace Wizard Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Hog Rider Furnace Baby Dragon Wizard Witch Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

17 Hog Rider Furnace Baby Dragon Wizard

Attack Synergies 0 18

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.

Elite Barbarians
Hog Rider Furnace Wizard Mega Knight
Hog Rider
Elite Barbarians Furnace Wizard Baby Dragon Witch Mega Knight
Furnace
Elite Barbarians Hog Rider Baby Dragon P.E.K.K.A
Wizard
Elite Barbarians Hog Rider P.E.K.K.A Mega Knight
Baby Dragon
Hog Rider Furnace Witch P.E.K.K.A Mega Knight
Witch
Hog Rider Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A
Furnace Wizard Baby Dragon Witch
Mega Knight
Elite Barbarians Hog Rider Wizard Baby Dragon Witch

Defense Synergies 0 9

Elite Barbarians
Wizard Mega Knight
Hog Rider
Furnace
Baby Dragon
Wizard
Elite Barbarians P.E.K.K.A Mega Knight
Baby Dragon
Furnace Witch P.E.K.K.A Mega Knight
Witch
Baby Dragon Mega Knight
P.E.K.K.A
Wizard Baby Dragon
Mega Knight
Elite Barbarians Wizard Baby Dragon Witch

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 Baby Dragon
Elite Barbarians P.E.K.K.A Furnace Witch Mega Knight
Furnace Witch P.E.K.K.A Mega Knight Elite Barbarians
Elite Barbarians Witch P.E.K.K.A Furnace Mega Knight
Elite Barbarians P.E.K.K.A Mega Knight
Furnace Baby Dragon Mega Knight
Furnace Wizard Baby Dragon Witch
Baby Dragon P.E.K.K.A Mega Knight
Witch P.E.K.K.A Elite Barbarians Furnace
Elite Barbarians Mega Knight
Witch Furnace Wizard Baby Dragon Mega Knight
Furnace Wizard Baby Dragon Witch
Furnace P.E.K.K.A Mega Knight Elite Barbarians Wizard Witch
Wizard Mega Knight Furnace Baby Dragon Witch P.E.K.K.A
Elite Barbarians P.E.K.K.A Furnace Mega Knight
Elite Barbarians Furnace P.E.K.K.A Mega Knight
Wizard Mega Knight Elite Barbarians Furnace Witch P.E.K.K.A
Mega Knight Elite Barbarians Furnace Wizard Baby Dragon Witch
Furnace Wizard Baby Dragon Witch Mega Knight
P.E.K.K.A Elite Barbarians
Wizard Mega Knight Elite Barbarians Furnace Baby Dragon Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Furnace Witch P.E.K.K.A
Elite Barbarians Wizard Baby Dragon Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Furnace Witch
P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A Elite Barbarians Witch Mega Knight
Furnace Wizard Baby Dragon Witch
P.E.K.K.A Elite Barbarians Furnace Witch
P.E.K.K.A Mega Knight Elite Barbarians
P.E.K.K.A Mega Knight Elite Barbarians Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Elite Barbarians Witch
P.E.K.K.A Mega Knight Elite Barbarians
Elite Barbarians P.E.K.K.A Mega Knight Wizard Witch
Wizard Furnace Baby Dragon Witch Mega Knight
Elite Barbarians Witch Furnace Baby Dragon P.E.K.K.A
Mega Knight Elite Barbarians Wizard Baby Dragon Witch 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.)

Baby Dragon
Baby Dragon
Baby Dragon
Wizard Furnace Baby Dragon Mega Knight
Wizard Furnace Baby Dragon Witch
Furnace Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Elite Barbarians
Wizard
Wizard Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon
Elite Barbarians Furnace Baby Dragon
Furnace Wizard Baby Dragon Witch
Furnace Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Witch Mega Knight
Baby Dragon Mega Knight
Wizard
Baby Dragon
Furnace Wizard Baby Dragon Witch Mega Knight
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch Mega Knight
Baby Dragon
Elite Barbarians Furnace Wizard Baby Dragon Witch
Wizard Witch
Elite Barbarians
Wizard Mega Knight
P.E.K.K.A Mega Knight
Wizard
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians Baby Dragon Witch
Witch
Baby Dragon Witch Mega Knight

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