My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Royal Recruits Witch Mega Knight Golden 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.

Fireball Rage

Punishments

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

Elite Barbarians Royal Recruits Mini P.E.K.K.A Mega Knight Golden Knight

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.

Elite Barbarians Royal Recruits Mini 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.

Elite Barbarians Mini P.E.K.K.A Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Royal Recruits Mini P.E.K.K.A Rage 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 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 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.

Rage Fireball Mini P.E.K.K.A Golden Knight Witch Elite Barbarians Royal Recruits Mega Knight

Shortest cycle

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

14 Rage Fireball Mini P.E.K.K.A Golden Knight

Attack Synergies 2 9

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 Fireball Mega Knight Golden Knight
Royal Recruits
Fireball
Elite Barbarians Mega Knight Golden Knight
Mini P.E.K.K.A
Rage Mega Knight
Rage
Elite Barbarians Witch Mini P.E.K.K.A Golden Knight
Witch
Rage Mega Knight
Mega Knight
Elite Barbarians Fireball Mini P.E.K.K.A Witch
Golden Knight
Elite Barbarians Fireball Rage

Defense Synergies 0 8

Elite Barbarians
Mini P.E.K.K.A Mega Knight Golden Knight
Royal Recruits
Fireball
Mini P.E.K.K.A Mega Knight Golden Knight
Mini P.E.K.K.A
Elite Barbarians Fireball Witch
Rage
Witch
Mini P.E.K.K.A Mega Knight
Mega Knight
Elite Barbarians Fireball Witch
Golden Knight
Elite Barbarians Fireball

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.

Royal Recruits Fireball Golden Knight
Elite Barbarians Mini P.E.K.K.A Royal Recruits Witch Mega Knight
Mini P.E.K.K.A Witch Mega Knight Elite Barbarians Royal Recruits
Elite Barbarians Royal Recruits Mini P.E.K.K.A Witch Mega Knight
Elite Barbarians Royal Recruits Fireball Mini P.E.K.K.A Mega Knight
Fireball Mega Knight
Fireball Witch
Royal Recruits Fireball Mega Knight Golden Knight
Mini P.E.K.K.A Witch Elite Barbarians Royal Recruits
Elite Barbarians Royal Recruits Mini P.E.K.K.A Mega Knight
Witch Royal Recruits Fireball Mega Knight
Fireball Witch
Royal Recruits Mini P.E.K.K.A Mega Knight Elite Barbarians Fireball Witch
Fireball Mega Knight Royal Recruits Mini P.E.K.K.A Witch Golden Knight
Elite Barbarians Royal Recruits Mini P.E.K.K.A Mega Knight
Elite Barbarians Royal Recruits Fireball Mini P.E.K.K.A Mega Knight
Mega Knight Elite Barbarians Royal Recruits Fireball Mini P.E.K.K.A Witch
Fireball Mega Knight Elite Barbarians Royal Recruits Witch Golden Knight
Witch Royal Recruits Fireball Mega Knight
Mini P.E.K.K.A Elite Barbarians Royal Recruits
Royal Recruits Mega Knight Elite Barbarians Fireball Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Royal Recruits Mini P.E.K.K.A Mega Knight Elite Barbarians Fireball Witch
Fireball Elite Barbarians Mini P.E.K.K.A Mega Knight
Royal Recruits Mega Knight Elite Barbarians Mini P.E.K.K.A Witch Golden Knight
Royal Recruits Mini P.E.K.K.A Mega Knight Elite Barbarians Fireball
Royal Recruits Elite Barbarians Mini P.E.K.K.A Witch Mega Knight
Fireball Witch
Royal Recruits Mini P.E.K.K.A Elite Barbarians Fireball Witch
Mini P.E.K.K.A Mega Knight Elite Barbarians Royal Recruits
Royal Recruits Mega Knight Elite Barbarians Fireball Mini P.E.K.K.A Witch
Royal Recruits Witch
Mega Knight Elite Barbarians Royal Recruits Mini P.E.K.K.A Witch Golden Knight
Royal Recruits Mega Knight Elite Barbarians Fireball
Elite Barbarians Royal Recruits Mini P.E.K.K.A Mega Knight Fireball Witch Golden Knight
Royal Recruits Fireball Witch Mega Knight
Elite Barbarians Royal Recruits Witch Fireball Mini P.E.K.K.A Golden Knight
Mega Knight Elite Barbarians Royal Recruits Fireball Mini P.E.K.K.A Witch Golden Knight

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 Royal Recruits Golden Knight
Fireball Golden Knight
Fireball
Royal Recruits Fireball
Fireball Mega Knight
Fireball Witch
Witch
Fireball
Fireball Golden Knight
Elite Barbarians Fireball Mini P.E.K.K.A
Royal Recruits Fireball Golden Knight
Fireball
Elite Barbarians Fireball Golden Knight
Fireball
Elite Barbarians Fireball
Fireball Witch Golden Knight
Royal Recruits Fireball Mega Knight
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Mega Knight
Fireball Witch Mega Knight Golden Knight
Fireball Mega Knight
Fireball
Royal Recruits Fireball
Fireball Witch Mega Knight
Witch
Fireball Witch Golden Knight
Fireball Witch Mega Knight Golden Knight
Fireball Golden Knight
Elite Barbarians Fireball Witch
Fireball Witch
Elite Barbarians Fireball Mini P.E.K.K.A
Fireball Mega Knight
Fireball
Mega Knight
Fireball
Royal Recruits Fireball Witch
Fireball Witch
Fireball
Fireball Mini P.E.K.K.A Mega Knight
Fireball
Fireball
Elite Barbarians Royal Recruits Mega Knight
Elite Barbarians Royal Recruits Fireball Witch Golden Knight
Fireball Witch
Royal Recruits Fireball Witch Mega Knight Golden Knight

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