My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Ram Rider

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.

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.

Giant Wizard Witch Balloon Giant Skeleton

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.

Rocket

Punishments

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

Mini P.E.K.K.A Giant Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Mini P.E.K.K.A Giant Balloon Giant Skeleton

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.

Mini P.E.K.K.A Balloon Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Mini P.E.K.K.A Rocket Clone Giant Skeleton

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.

Clone Mini P.E.K.K.A Giant Wizard Witch Balloon Rocket Giant Skeleton

Shortest cycle

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

17 Clone Mini P.E.K.K.A Giant Wizard

Attack Synergies 3 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.

Mini P.E.K.K.A
Giant Wizard Giant Skeleton
Giant
Mini P.E.K.K.A Wizard Rocket Witch Balloon
Wizard
Mini P.E.K.K.A Giant Balloon Giant Skeleton
Rocket
Giant
Clone
Balloon Giant Skeleton Witch
Witch
Giant Clone Giant Skeleton
Balloon
Clone Giant Wizard Giant Skeleton
Giant Skeleton
Clone Mini P.E.K.K.A Wizard Witch Balloon

Defense Synergies 0 4

Mini P.E.K.K.A
Wizard Witch
Giant
Wizard
Mini P.E.K.K.A Giant Skeleton
Rocket
Clone
Witch
Mini P.E.K.K.A Giant Skeleton
Balloon
Giant Skeleton
Wizard 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.

Rocket Wizard
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Rocket Witch Giant Skeleton
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Rocket Giant Skeleton
Rocket Wizard Witch
Rocket Giant Skeleton
Mini P.E.K.K.A Witch
Mini P.E.K.K.A Giant Skeleton
Witch Wizard Giant Skeleton
Wizard Witch
Mini P.E.K.K.A Wizard Rocket Witch Giant Skeleton
Wizard Rocket Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Rocket Mini P.E.K.K.A
Wizard Mini P.E.K.K.A Witch
Wizard Witch
Wizard Witch Giant Skeleton
Mini P.E.K.K.A
Wizard Mini P.E.K.K.A Witch Giant Skeleton

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Giant Skeleton
Mini P.E.K.K.A Wizard Rocket
Giant Skeleton Mini P.E.K.K.A Rocket Witch
Mini P.E.K.K.A Rocket Giant Skeleton
Giant Skeleton Mini P.E.K.K.A Witch
Wizard Rocket Witch
Mini P.E.K.K.A Rocket Witch Giant Skeleton
Mini P.E.K.K.A Giant Skeleton
Rocket Giant Skeleton Mini P.E.K.K.A Witch
Witch
Mini P.E.K.K.A Witch Giant Skeleton
Rocket Giant Skeleton
Mini P.E.K.K.A Rocket Giant Skeleton Wizard Witch
Wizard Witch
Witch Mini P.E.K.K.A Rocket Giant Skeleton
Mini P.E.K.K.A Wizard Witch Giant Skeleton

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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton
Wizard Rocket
Wizard Rocket Witch
Wizard Witch
Wizard
Wizard
Rocket Mini P.E.K.K.A
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard Witch
Wizard Rocket
Rocket
Mini P.E.K.K.A Rocket
Rocket Mini P.E.K.K.A Wizard
Rocket Wizard Witch
Rocket Giant Skeleton
Rocket Wizard
Rocket
Rocket
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Rocket
Wizard Witch
Rocket Wizard Witch
Mini P.E.K.K.A
Wizard Rocket
Rocket
Giant Skeleton
Rocket Wizard
Rocket Witch
Rocket Wizard Witch
Mini P.E.K.K.A Wizard Rocket
Wizard
Rocket Giant Skeleton
Rocket Witch Giant Skeleton
Rocket Witch
Rocket Witch Giant Skeleton

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