My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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 Baby Dragon 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.

Wizard Baby Dragon Witch 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.

Rage

Punishments

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

Elite Barbarians Mini P.E.K.K.A 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 Mini P.E.K.K.A Baby Dragon 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 Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mini P.E.K.K.A Rage Skeleton Army Baby 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 Skeleton Army

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Skeleton Army Mini P.E.K.K.A Baby Dragon Wizard Witch Elite Barbarians Mega Knight

Shortest cycle

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

13 Rage Skeleton Army Mini P.E.K.K.A Baby Dragon

Attack Synergies 2 11

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
Rage Wizard Mega Knight
Mini P.E.K.K.A
Wizard Rage Baby Dragon Mega Knight
Wizard
Elite Barbarians Mini P.E.K.K.A Rage Mega Knight
Rage
Elite Barbarians Witch Mini P.E.K.K.A Wizard
Skeleton Army
Baby Dragon
Mini P.E.K.K.A Witch Mega Knight
Witch
Rage Baby Dragon Mega Knight
Mega Knight
Elite Barbarians Mini P.E.K.K.A Wizard Baby Dragon Witch

Defense Synergies 0 12

Elite Barbarians
Mini P.E.K.K.A Wizard Mega Knight
Mini P.E.K.K.A
Elite Barbarians Wizard Skeleton Army Baby Dragon Witch
Wizard
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Rage
Skeleton Army
Mini P.E.K.K.A Wizard
Baby Dragon
Mini P.E.K.K.A Witch Mega Knight
Witch
Mini P.E.K.K.A Baby Dragon Mega Knight
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 Mini P.E.K.K.A Skeleton Army Witch Mega Knight
Mini P.E.K.K.A Skeleton Army Witch Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch Mega Knight
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Baby Dragon Mega Knight
Wizard Baby Dragon Witch
Baby Dragon Mega Knight
Mini P.E.K.K.A Witch Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Mini P.E.K.K.A Mega Knight
Skeleton Army Witch Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Witch
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians Wizard Witch
Wizard Skeleton Army Mega Knight Mini P.E.K.K.A Baby Dragon Witch
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Elite Barbarians Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch
Mega Knight Elite Barbarians Wizard Skeleton Army Baby Dragon Witch
Wizard Baby Dragon Witch Mega Knight
Mini P.E.K.K.A Elite Barbarians
Wizard Skeleton Army Mega Knight Elite Barbarians Mini P.E.K.K.A Baby Dragon Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians Witch
Elite Barbarians Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Skeleton Army Mega Knight Elite Barbarians Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Witch Mega Knight
Wizard Baby Dragon Witch
Mini P.E.K.K.A Skeleton Army Elite Barbarians Witch
Mini P.E.K.K.A Mega Knight Elite Barbarians Skeleton Army
Mega Knight Elite Barbarians Mini P.E.K.K.A Skeleton Army Baby Dragon Witch
Witch Skeleton Army
Mega Knight Elite Barbarians Mini P.E.K.K.A Witch
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Baby Dragon Witch Mega Knight
Elite Barbarians Skeleton Army Witch Mini P.E.K.K.A Baby Dragon
Mega Knight Elite Barbarians Mini P.E.K.K.A Wizard Baby Dragon Witch

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 Baby Dragon Mega Knight
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Elite Barbarians Mini P.E.K.K.A
Wizard
Wizard Baby Dragon
Elite Barbarians Baby Dragon
Baby Dragon
Elite Barbarians Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon Mega Knight
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Wizard Baby Dragon Witch Mega Knight
Baby Dragon Mega Knight
Wizard
Baby Dragon
Wizard Baby Dragon Witch Mega Knight
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch Mega Knight
Baby Dragon
Elite Barbarians Wizard Baby Dragon Witch
Wizard Witch
Elite Barbarians Mini P.E.K.K.A
Wizard Mega Knight
Mega Knight
Wizard
Skeleton Army Witch
Wizard Baby Dragon Witch
Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
Wizard Baby Dragon
Elite Barbarians Mega Knight
Elite Barbarians Baby Dragon Witch
Witch
Baby Dragon Witch Mega Knight

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