My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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

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 Giant Royal Recruits Wizard Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Royal 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.

Royal Giant Royal Recruits 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.

Barbarians Royal Giant Royal Recruits Balloon P.E.K.K.A

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.

Balloon

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
Royal Giant Royal Recruits Skeleton Army Balloon
Giant Snowball
Barbarians Royal Recruits Skeleton Army Balloon
Zap
Royal Giant Skeleton Army Balloon
Barbarian Barrel
Barbarians Royal Recruits Wizard Skeleton Army
The Log
Barbarians Royal Giant Royal Recruits Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Royal Recruits Skeleton Army
Royal Delivery
Barbarians Royal Recruits Wizard Skeleton Army Balloon P.E.K.K.A
Fireball
Barbarians Wizard Skeleton Army Balloon
Poison
Barbarians Royal Recruits Wizard Skeleton Army Balloon
Lightning
Wizard Balloon
Rocket
Barbarians Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Royal Recruits Rocket Skeleton Army P.E.K.K.A

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.

Royal Giant 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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Barbarians Wizard Balloon Royal Giant Rocket Royal Recruits P.E.K.K.A

Shortest cycle

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

18 Skeleton Army Barbarians Wizard Balloon

Attack Synergies 0 5

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.

Barbarians
Balloon
Royal Giant
Wizard Rocket
Royal Recruits
Wizard
Royal Giant Balloon P.E.K.K.A
Rocket
Royal Giant
Skeleton Army
Balloon
Barbarians Wizard
P.E.K.K.A
Wizard

Defense Synergies 0 4

Barbarians
Skeleton Army
Royal Giant
Royal Recruits
Skeleton Army
Wizard
Skeleton Army P.E.K.K.A
Rocket
Skeleton Army
Barbarians Royal Recruits Wizard
Balloon
P.E.K.K.A
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.

Rocket Royal Recruits Wizard
Barbarians Skeleton Army P.E.K.K.A Royal Recruits
Barbarians Rocket Skeleton Army P.E.K.K.A Royal Recruits
Barbarians Royal Recruits Skeleton Army P.E.K.K.A
Barbarians Royal Recruits Rocket Skeleton Army P.E.K.K.A
Skeleton Army
Rocket Wizard
Rocket Barbarians Royal Recruits P.E.K.K.A
Barbarians P.E.K.K.A Royal Recruits Skeleton Army
Skeleton Army Barbarians Royal Recruits
Barbarians Skeleton Army Royal Recruits Wizard
Wizard
Barbarians Royal Recruits Skeleton Army P.E.K.K.A Wizard Rocket
Wizard Rocket Skeleton Army Barbarians Royal Recruits P.E.K.K.A
Barbarians Royal Recruits Skeleton Army P.E.K.K.A
Barbarians Rocket Skeleton Army Royal Recruits P.E.K.K.A
Barbarians Wizard Royal Recruits Skeleton Army P.E.K.K.A
Barbarians Royal Recruits Wizard Skeleton Army
Wizard Barbarians Royal Recruits
Barbarians P.E.K.K.A Royal Recruits
Royal Recruits Wizard Skeleton Army Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Royal Recruits Skeleton Army P.E.K.K.A
Wizard Rocket
Barbarians Royal Recruits Skeleton Army P.E.K.K.A Rocket
Royal Recruits Rocket Skeleton Army P.E.K.K.A Barbarians
Barbarians Royal Recruits P.E.K.K.A Skeleton Army
Wizard Rocket
Royal Recruits Rocket Skeleton Army P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Royal Recruits Skeleton Army
Royal Recruits Rocket P.E.K.K.A Barbarians Skeleton Army
Royal Recruits P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians Royal Recruits
Royal Recruits Rocket Skeleton Army P.E.K.K.A Barbarians
Barbarians Royal Recruits Rocket Skeleton Army P.E.K.K.A Wizard
Royal Recruits Wizard Barbarians Skeleton Army
Barbarians Royal Recruits Skeleton Army Rocket P.E.K.K.A
Barbarians Royal Recruits Wizard P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Skeleton Army

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.)

Royal Recruits Rocket
Rocket
Barbarians Royal Recruits Rocket
Wizard Rocket
Wizard Rocket
Wizard
Wizard
Wizard
Rocket
Rocket Royal Recruits Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Royal Recruits Wizard Rocket
Rocket
Rocket
Rocket Wizard
Rocket Wizard
Rocket
Rocket Wizard
Rocket
Rocket Barbarians Royal Recruits
Wizard
Wizard
Wizard
Rocket
Wizard
Rocket Wizard
Wizard Rocket
Rocket
P.E.K.K.A
Rocket Wizard
Barbarians Royal Recruits Rocket Skeleton Army
Rocket Wizard
Wizard Rocket
Wizard
Rocket
Royal Recruits P.E.K.K.A
Royal Recruits Rocket
Rocket
Royal Recruits Rocket
P.E.K.K.A
Wizard Rocket

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