My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Electro Wizard

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.

Knight Firecracker P.E.K.K.A Electro Wizard Sparky 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.

Zap

Punishments

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

Elite Barbarians 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.

Knight Elite Barbarians 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.

Firecracker Elite Barbarians 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
Elite Barbarians Sparky
Giant Snowball
Zap
Firecracker Sparky
Barbarian Barrel
Knight Firecracker Elite Barbarians Electro Wizard Sparky
The Log
Firecracker Elite Barbarians Sparky
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Elite Barbarians P.E.K.K.A Electro Wizard Sparky
Fireball
Firecracker Elite Barbarians Electro Wizard Sparky
Poison
Firecracker Electro Wizard Sparky
Lightning
Knight Elite Barbarians Electro Wizard Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Sparky 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.

Knight P.E.K.K.A Sparky 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Firecracker Electro Wizard Elite Barbarians Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

12 Zap Knight Firecracker Electro Wizard

Attack Synergies 7 13

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.

Zap
Firecracker Elite Barbarians P.E.K.K.A Electro Wizard Sparky Knight Mega Knight
Knight
Firecracker Zap Elite Barbarians Electro Wizard Sparky
Firecracker
Zap Knight Elite Barbarians P.E.K.K.A Sparky Mega Knight
Elite Barbarians
Zap Knight Firecracker Sparky Mega Knight
P.E.K.K.A
Zap Electro Wizard Firecracker
Electro Wizard
Zap P.E.K.K.A Knight Sparky Mega Knight
Sparky
Zap Knight Firecracker Elite Barbarians Electro Wizard
Mega Knight
Zap Firecracker Elite Barbarians Electro Wizard

Defense Synergies 4 12

Zap
Electro Wizard Mega Knight Knight Firecracker Elite Barbarians P.E.K.K.A Sparky
Knight
Firecracker Electro Wizard Zap Sparky
Firecracker
Knight Zap P.E.K.K.A Electro Wizard Mega Knight
Elite Barbarians
Zap Mega Knight
P.E.K.K.A
Zap Firecracker Electro Wizard
Electro Wizard
Zap Knight Firecracker P.E.K.K.A Mega Knight
Sparky
Zap Knight
Mega Knight
Zap Firecracker Elite Barbarians Electro 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.

Zap Knight Firecracker Electro Wizard Sparky
Elite Barbarians P.E.K.K.A Sparky Zap Knight Firecracker Electro Wizard Mega Knight
P.E.K.K.A Sparky Mega Knight Knight Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Sparky Knight Firecracker Electro Wizard Mega Knight
Firecracker Elite Barbarians P.E.K.K.A Sparky Mega Knight
Zap Firecracker Electro Wizard Mega Knight
Electro Wizard Zap Firecracker
Zap P.E.K.K.A Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky Elite Barbarians
Knight Elite Barbarians Firecracker Electro Wizard Sparky Mega Knight
Electro Wizard Zap Knight Firecracker Mega Knight
Zap Firecracker Electro Wizard
P.E.K.K.A Sparky Mega Knight Zap Knight Elite Barbarians Electro Wizard
Sparky Mega Knight Zap Firecracker P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Sparky Knight Electro Wizard Mega Knight
Zap Elite Barbarians P.E.K.K.A Electro Wizard Sparky Mega Knight
Sparky Mega Knight Knight Firecracker Elite Barbarians P.E.K.K.A Electro Wizard
Mega Knight Zap Knight Firecracker Elite Barbarians Electro Wizard
Zap Knight Firecracker Electro Wizard Mega Knight
P.E.K.K.A Sparky Elite Barbarians Electro Wizard
Mega Knight Knight Firecracker Elite Barbarians P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

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

Knight Mega Knight Zap Elite Barbarians P.E.K.K.A Electro Wizard Sparky
Electro Wizard Zap Knight Firecracker Elite Barbarians Mega Knight
P.E.K.K.A Mega Knight Zap Knight Elite Barbarians Electro Wizard Sparky
P.E.K.K.A Mega Knight Zap Knight Elite Barbarians Electro Wizard Sparky
P.E.K.K.A Knight Elite Barbarians Sparky Mega Knight
Firecracker Zap Electro Wizard
P.E.K.K.A Sparky Knight Elite Barbarians Electro Wizard
P.E.K.K.A Mega Knight Knight Elite Barbarians Sparky
Zap P.E.K.K.A Electro Wizard Mega Knight Knight Firecracker Elite Barbarians Sparky
P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Knight Elite Barbarians Sparky
P.E.K.K.A Mega Knight Zap Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Mega Knight Knight Sparky
Firecracker Sparky Mega Knight
Elite Barbarians Electro Wizard Sparky Zap Knight Firecracker P.E.K.K.A
Mega Knight Zap Firecracker Elite Barbarians P.E.K.K.A Electro Wizard Sparky
Zap Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Elite Barbarians Sparky

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.)

Knight Firecracker Sparky
Firecracker Zap Electro Wizard
Sparky
Knight Firecracker Sparky
Zap Firecracker Sparky Mega Knight
Firecracker Zap
Firecracker Sparky
Zap Firecracker
Zap Firecracker
Elite Barbarians Electro Wizard Sparky
Firecracker Zap Knight Electro Wizard Sparky
Zap Firecracker
Knight Firecracker Elite Barbarians Sparky
Firecracker
Zap Firecracker Elite Barbarians Sparky
Zap Firecracker Sparky
Firecracker Sparky Mega Knight
Sparky
Sparky
Zap Firecracker Electro Wizard Sparky Mega Knight
Zap Firecracker Mega Knight
Sparky Mega Knight
Sparky
Zap
Zap Firecracker Sparky Mega Knight
Firecracker Zap Electro Wizard Sparky
Zap Sparky Mega Knight
Zap Firecracker Sparky
Elite Barbarians Zap Firecracker Electro Wizard Sparky
Zap Electro Wizard Firecracker
Elite Barbarians Sparky
Zap Sparky Mega Knight
Zap Firecracker Electro Wizard Sparky
P.E.K.K.A Sparky Mega Knight
Firecracker Sparky
Zap Electro Wizard
Zap Firecracker Electro Wizard
Knight Firecracker Electro Wizard Sparky Mega Knight
Zap Firecracker
Zap Sparky
Firecracker Elite Barbarians P.E.K.K.A Sparky Mega Knight
Zap Firecracker Elite Barbarians Electro Wizard Sparky
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard Sparky Mega Knight
P.E.K.K.A Sparky
Firecracker Sparky Mega Knight

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