My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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 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.

Wizard Inferno Dragon 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.

Wizard Giant Skeleton P.E.K.K.A Royal Ghost Inferno Dragon Magic Archer 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.

Rocket

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Ghost Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant Skeleton P.E.K.K.A Royal Ghost Magic Archer 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.

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
Giant Skeleton Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Wizard Giant Skeleton Royal Ghost Magic Archer
The Log
Giant Skeleton
Earthquake
Arrows
Royal Delivery
Wizard Giant Skeleton P.E.K.K.A Royal Ghost Inferno Dragon Magic Archer
Fireball
Wizard Inferno Dragon Magic Archer
Poison
Wizard Magic Archer
Lightning
Wizard Inferno Dragon Magic Archer
Rocket
Wizard Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Royal Ghost Magic Archer 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.

Rocket Giant Skeleton P.E.K.K.A Royal Ghost Inferno Dragon 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

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.

Royal Ghost Inferno Dragon Magic Archer Wizard Rocket Giant Skeleton P.E.K.K.A Mega Knight

Shortest cycle

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

16 Royal Ghost Inferno Dragon Magic Archer Wizard

Attack Synergies 2 8

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.

Wizard
Giant Skeleton P.E.K.K.A Royal Ghost Mega Knight
Rocket
Giant Skeleton
Wizard Magic Archer
P.E.K.K.A
Magic Archer Wizard
Royal Ghost
Wizard Magic Archer Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
P.E.K.K.A Giant Skeleton Royal Ghost Mega Knight
Mega Knight
Inferno Dragon Wizard Royal Ghost Magic Archer

Defense Synergies 0 8

Wizard
Giant Skeleton P.E.K.K.A Royal Ghost Mega Knight
Rocket
Giant Skeleton
Wizard Magic Archer
P.E.K.K.A
Wizard
Royal Ghost
Wizard Mega Knight
Inferno Dragon
Mega Knight
Magic Archer
Giant Skeleton Mega Knight
Mega Knight
Wizard Royal Ghost Inferno Dragon Magic Archer

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.

Rocket Wizard Magic Archer
P.E.K.K.A Inferno Dragon Mega Knight
Rocket P.E.K.K.A Mega Knight Giant Skeleton Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight
Rocket Giant Skeleton P.E.K.K.A Mega Knight
Royal Ghost Magic Archer Mega Knight
Rocket Inferno Dragon Wizard Magic Archer
Rocket Giant Skeleton P.E.K.K.A Magic Archer Mega Knight
P.E.K.K.A Inferno Dragon
Giant Skeleton Royal Ghost Mega Knight
Wizard Giant Skeleton Royal Ghost Magic Archer Mega Knight
Inferno Dragon Wizard Magic Archer
P.E.K.K.A Mega Knight Wizard Rocket Giant Skeleton
Wizard Rocket Mega Knight P.E.K.K.A Royal Ghost Magic Archer
P.E.K.K.A Inferno Dragon Mega Knight
Rocket P.E.K.K.A Inferno Dragon Mega Knight
Wizard Mega Knight P.E.K.K.A
Mega Knight Wizard Royal Ghost Magic Archer
Wizard Giant Skeleton Royal Ghost Inferno Dragon Magic Archer Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Royal Ghost Mega Knight Giant Skeleton 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 Giant Skeleton P.E.K.K.A Royal Ghost
Wizard Rocket Royal Ghost Inferno Dragon Magic Archer Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight Rocket
Rocket Giant Skeleton P.E.K.K.A Mega Knight
Giant Skeleton P.E.K.K.A Inferno Dragon Mega Knight
Wizard Rocket Magic Archer
Rocket P.E.K.K.A Giant Skeleton
Giant Skeleton P.E.K.K.A Mega Knight Inferno Dragon
Rocket Giant Skeleton P.E.K.K.A Mega Knight Inferno Dragon Magic Archer
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Giant Skeleton
Rocket P.E.K.K.A Mega Knight Giant Skeleton
Rocket Giant Skeleton P.E.K.K.A Mega Knight Wizard
Wizard Magic Archer Mega Knight
Rocket Giant Skeleton P.E.K.K.A Inferno Dragon Magic Archer
Mega Knight Wizard Giant Skeleton P.E.K.K.A Royal Ghost Inferno Dragon 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 Rocket Giant Skeleton Royal Ghost
Royal Ghost Magic Archer
Rocket Giant Skeleton Magic Archer
Rocket Giant Skeleton
Wizard Rocket Magic Archer Mega Knight
Wizard Rocket Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Wizard
Rocket
Rocket Wizard Magic Archer
Wizard Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Magic Archer
Rocket Wizard Magic Archer
Magic Archer Wizard Rocket Mega Knight
Rocket
Rocket
Rocket Wizard Magic Archer Mega Knight
Rocket Wizard Magic Archer Mega Knight
Rocket Giant Skeleton Magic Archer Mega Knight
Rocket Wizard
Rocket
Rocket
Wizard Magic Archer Mega Knight
Inferno Dragon
Wizard Royal Ghost Magic Archer
Wizard Magic Archer Mega Knight
Rocket Magic Archer
Wizard Magic Archer
Rocket Wizard
Wizard Rocket Magic Archer Mega Knight
Rocket Magic Archer
P.E.K.K.A Giant Skeleton Mega Knight
Rocket Wizard Magic Archer
Rocket Magic Archer
Rocket Wizard Magic Archer
Wizard Rocket Magic Archer Mega Knight
Wizard Magic Archer
Rocket Giant Skeleton
P.E.K.K.A Mega Knight
Rocket Giant Skeleton Magic Archer
Rocket Magic Archer
Rocket Giant Skeleton Royal Ghost Magic Archer Mega Knight

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