My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Rascals Wizard Witch

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.

Rascals Giant Wizard Witch Balloon Bowler P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

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

Giant Balloon

Pump responses

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

Fireball

Dropped at the bridge

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

Rascals Giant Balloon P.E.K.K.A

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.

Balloon

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 Balloon
Giant Snowball
Witch Balloon
Zap
Witch Balloon
Barbarian Barrel
Rascals Wizard Witch
The Log
Rascals Witch
Earthquake
Witch
Arrows
Rascals Witch
Royal Delivery
Rascals Wizard Witch Balloon Bowler P.E.K.K.A
Fireball
Rascals Wizard Witch Balloon Bowler
Poison
Rascals Wizard Witch Balloon
Lightning
Wizard Witch Balloon Bowler
Rocket
Rascals Wizard Witch Balloon Bowler

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Bowler

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.

Bowler P.E.K.K.A

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.

Fireball

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.

Fireball 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.

Fireball Rascals Giant Wizard Witch Balloon Bowler P.E.K.K.A

Shortest cycle

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

19 Fireball Rascals Giant Wizard

Attack Synergies 0 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.

Rascals
Balloon
Fireball
Giant
Giant
Fireball Wizard Witch Balloon Bowler
Wizard
Giant Balloon P.E.K.K.A
Witch
Giant Bowler P.E.K.K.A
Balloon
Rascals Giant Wizard
Bowler
Giant Witch
P.E.K.K.A
Wizard Witch

Defense Synergies 0 2

Rascals
Fireball
Giant
Wizard
P.E.K.K.A
Witch
Bowler
Balloon
Bowler
Witch
P.E.K.K.A
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.

Bowler Fireball Wizard
P.E.K.K.A Rascals Witch
Witch Bowler P.E.K.K.A Rascals
Witch P.E.K.K.A Rascals Bowler
Fireball Bowler P.E.K.K.A
Fireball Bowler Rascals
Rascals Fireball Wizard Witch
Bowler Rascals Fireball P.E.K.K.A
Witch P.E.K.K.A Rascals
Rascals Bowler
Witch Rascals Fireball Wizard Bowler
Rascals Fireball Wizard Witch
Bowler P.E.K.K.A Rascals Fireball Wizard Witch
Fireball Wizard Bowler Rascals Witch P.E.K.K.A
P.E.K.K.A Rascals
Rascals Fireball Bowler P.E.K.K.A
Wizard Rascals Fireball Witch Bowler P.E.K.K.A
Fireball Rascals Wizard Witch Bowler
Wizard Witch Rascals Fireball Bowler
P.E.K.K.A
Rascals Wizard Bowler Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Rascals Fireball Witch Bowler P.E.K.K.A
Fireball Wizard Bowler
P.E.K.K.A Rascals Witch Bowler
Bowler P.E.K.K.A Rascals Fireball
P.E.K.K.A Rascals Witch Bowler
Fireball Wizard Rascals Witch
Rascals P.E.K.K.A Fireball Witch Bowler
P.E.K.K.A Rascals
P.E.K.K.A Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Rascals Witch Bowler
P.E.K.K.A Fireball Bowler
Rascals Bowler P.E.K.K.A Fireball Wizard Witch
Wizard Rascals Fireball Witch Bowler
Rascals Witch Fireball Bowler P.E.K.K.A
Bowler Rascals Fireball Wizard 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.)

Fireball Rascals
Fireball Bowler
Fireball
Rascals Fireball
Fireball Wizard Bowler
Fireball Wizard Witch
Wizard Witch Bowler
Fireball Wizard Bowler
Fireball Wizard
Fireball Bowler
Fireball Wizard Bowler
Fireball Wizard
Fireball Bowler
Fireball
Fireball
Fireball Wizard Witch Bowler
Fireball Wizard Bowler
Fireball
Fireball Wizard Bowler
Fireball Wizard Witch Bowler
Fireball Bowler
Fireball Wizard
Bowler
Fireball
Fireball Wizard Witch Bowler
Witch
Fireball Wizard Witch Bowler
Fireball Wizard Witch Bowler
Fireball
Fireball Wizard Witch
Fireball Wizard Witch
Fireball Bowler
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard Bowler
Fireball Witch
Fireball Wizard Witch
Fireball
Fireball Rascals Wizard Bowler
Fireball Wizard Bowler
Fireball
P.E.K.K.A
Rascals Fireball Witch Bowler
Fireball Witch
Fireball Witch Bowler

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: