My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno Dragon Ram Rider

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.

Giant Skeleton P.E.K.K.A Golem Electro Wizard Inferno Dragon Ram Rider Mega Knight

Offensive cards

Win conditions

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

Golem Ram 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 Ram 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 Giant Skeleton P.E.K.K.A Golem Ram Rider 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 Giant Skeleton Golem Electro Wizard Ram 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 Giant Skeleton Inferno Dragon Ram Rider
Giant Snowball
Inferno Dragon Ram Rider
Zap
Inferno Dragon Ram Rider
Barbarian Barrel
Elite Barbarians Giant Skeleton Electro Wizard
The Log
Elite Barbarians Giant Skeleton Ram Rider
Earthquake
Arrows
Royal Delivery
Elite Barbarians Giant Skeleton P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Fireball
Elite Barbarians Electro Wizard Inferno Dragon Ram Rider
Poison
Electro Wizard
Lightning
Elite Barbarians Electro Wizard Inferno Dragon Ram Rider
Rocket
Elite Barbarians Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Giant Skeleton P.E.K.K.A Golem Inferno Dragon 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Wizard Inferno Dragon Ram Rider Elite Barbarians Giant Skeleton P.E.K.K.A Mega Knight Golem

Shortest cycle

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

19 Electro Wizard Inferno Dragon Ram Rider Elite Barbarians

Attack Synergies 2 7

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
Mega Knight
Giant Skeleton
Electro Wizard
P.E.K.K.A
Electro Wizard Ram Rider
Golem
Electro Wizard
Electro Wizard
P.E.K.K.A Giant Skeleton Golem Ram Rider Mega Knight
Inferno Dragon
Mega Knight
Ram Rider
P.E.K.K.A Electro Wizard Mega Knight
Mega Knight
Inferno Dragon Elite Barbarians Electro Wizard Ram Rider

Defense Synergies 0 7

Elite Barbarians
Mega Knight
Giant Skeleton
Electro Wizard
P.E.K.K.A
Electro Wizard
Golem
Electro Wizard
Giant Skeleton P.E.K.K.A Inferno Dragon Ram Rider Mega Knight
Inferno Dragon
Electro Wizard Mega Knight
Ram Rider
Electro Wizard
Mega Knight
Elite Barbarians Electro Wizard Inferno Dragon

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.

Electro Wizard Ram Rider
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard Ram Rider Mega Knight
P.E.K.K.A Ram Rider Mega Knight Elite Barbarians Giant Skeleton Electro Wizard Inferno Dragon
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard Ram Rider Mega Knight
Elite Barbarians Giant Skeleton P.E.K.K.A Mega Knight
Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Ram Rider
Giant Skeleton P.E.K.K.A Electro Wizard Ram Rider Mega Knight
P.E.K.K.A Inferno Dragon Elite Barbarians
Elite Barbarians Giant Skeleton Electro Wizard Mega Knight
Electro Wizard Giant Skeleton Ram Rider Mega Knight
Inferno Dragon Electro Wizard Ram Rider
P.E.K.K.A Mega Knight Elite Barbarians Giant Skeleton Electro Wizard Ram Rider
Mega Knight P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard Ram Rider Mega Knight
Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider Mega Knight
Mega Knight Elite Barbarians P.E.K.K.A Electro Wizard
Mega Knight Elite Barbarians Electro Wizard Ram Rider
Giant Skeleton Electro Wizard Inferno Dragon Ram Rider Mega Knight
P.E.K.K.A Elite Barbarians Electro Wizard Inferno Dragon Ram Rider
Mega Knight Elite Barbarians Giant Skeleton P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Giant Skeleton P.E.K.K.A Electro Wizard
Electro Wizard Elite Barbarians Inferno Dragon Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight Elite Barbarians Electro Wizard Ram Rider
Giant Skeleton P.E.K.K.A Mega Knight Elite Barbarians Electro Wizard Ram Rider
Giant Skeleton P.E.K.K.A Elite Barbarians Inferno Dragon Ram Rider Mega Knight
Electro Wizard Ram Rider
P.E.K.K.A Elite Barbarians Giant Skeleton Electro Wizard Ram Rider
Giant Skeleton P.E.K.K.A Mega Knight Elite Barbarians Inferno Dragon
Giant Skeleton P.E.K.K.A Electro Wizard Mega Knight Elite Barbarians Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Elite Barbarians Giant Skeleton
P.E.K.K.A Mega Knight Elite Barbarians Giant Skeleton Electro Wizard
Elite Barbarians Giant Skeleton P.E.K.K.A Mega Knight Ram Rider
Mega Knight
Elite Barbarians Electro Wizard Giant Skeleton P.E.K.K.A Inferno Dragon
Mega Knight Elite Barbarians Giant Skeleton P.E.K.K.A Electro Wizard Inferno Dragon

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.)

Giant Skeleton
Electro Wizard Ram Rider
Giant Skeleton
Giant Skeleton
Mega Knight
Ram Rider
Ram Rider
Ram Rider
Elite Barbarians Electro Wizard
Electro Wizard Ram Rider
Elite Barbarians
Elite Barbarians
Mega Knight
Electro Wizard Mega Knight
Mega Knight
Giant Skeleton Mega Knight
Mega Knight
Inferno Dragon
Electro Wizard Ram Rider
Ram Rider Mega Knight
Elite Barbarians Electro Wizard
Electro Wizard
Elite Barbarians
Mega Knight
Electro Wizard
P.E.K.K.A Giant Skeleton Mega Knight
Electro Wizard
Electro Wizard Ram Rider
Electro Wizard Mega Knight
Giant Skeleton
Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard Mega Knight

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