My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Firecracker Wizard Baby Dragon Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Elixir Golem Wizard Baby Dragon Electro Dragon P.E.K.K.A Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem

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.

Elixir Golem Baby Dragon P.E.K.K.A Skeleton King

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.

Firecracker Electro Dragon

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
Elixir Golem Skeleton King
Giant Snowball
Baby Dragon Electro Dragon Skeleton King
Zap
Firecracker Skeleton King
Barbarian Barrel
Firecracker Elixir Golem Bomb Tower Wizard Skeleton King
The Log
Firecracker Elixir Golem Skeleton King
Earthquake
Firecracker Elixir Golem Bomb Tower Skeleton King
Arrows
Firecracker Skeleton King
Royal Delivery
Firecracker Elixir Golem Wizard Baby Dragon Electro Dragon P.E.K.K.A Skeleton King
Fireball
Firecracker Elixir Golem Bomb Tower Wizard Baby Dragon Electro Dragon Skeleton King
Poison
Firecracker Elixir Golem Bomb Tower Wizard Electro Dragon Skeleton King
Lightning
Bomb Tower Wizard Baby Dragon Electro Dragon Skeleton King
Rocket
Bomb Tower Wizard Electro Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Baby Dragon Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bomb Tower Wizard Baby Dragon Electro Dragon Skeleton King

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.

Elixir Golem Baby Dragon P.E.K.K.A

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

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.

Firecracker Elixir Golem Bomb Tower Baby Dragon Skeleton King Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

14 Firecracker Elixir Golem Bomb Tower Baby Dragon

Attack Synergies 1 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.

Firecracker
Elixir Golem Baby Dragon P.E.K.K.A
Elixir Golem
Firecracker Wizard Baby Dragon Electro Dragon
Bomb Tower
Wizard
Elixir Golem P.E.K.K.A
Baby Dragon
Firecracker Elixir Golem Electro Dragon P.E.K.K.A
Electro Dragon
Elixir Golem Baby Dragon P.E.K.K.A
P.E.K.K.A
Firecracker Wizard Baby Dragon Electro Dragon
Skeleton King

Defense Synergies 0 10

Firecracker
Bomb Tower Baby Dragon Electro Dragon P.E.K.K.A
Elixir Golem
Bomb Tower
Firecracker Baby Dragon
Wizard
P.E.K.K.A Skeleton King
Baby Dragon
Firecracker Bomb Tower Electro Dragon P.E.K.K.A Skeleton King
Electro Dragon
Firecracker Baby Dragon
P.E.K.K.A
Firecracker Wizard Baby Dragon
Skeleton King
Wizard Baby 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.

Firecracker Wizard Baby Dragon Electro Dragon
Bomb Tower P.E.K.K.A Firecracker Electro Dragon
Bomb Tower P.E.K.K.A Electro Dragon
Bomb Tower P.E.K.K.A Firecracker Electro Dragon Skeleton King
Firecracker Bomb Tower P.E.K.K.A
Firecracker Bomb Tower Baby Dragon Electro Dragon
Firecracker Bomb Tower Wizard Baby Dragon Electro Dragon
Bomb Tower Baby Dragon Electro Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower Skeleton King
Firecracker
Firecracker Bomb Tower Wizard Baby Dragon Electro Dragon Skeleton King
Firecracker Wizard Baby Dragon Electro Dragon
Bomb Tower P.E.K.K.A Wizard Electro Dragon
Bomb Tower Wizard Firecracker Baby Dragon Electro Dragon P.E.K.K.A Skeleton King
P.E.K.K.A Bomb Tower Skeleton King
Bomb Tower P.E.K.K.A
Bomb Tower Wizard Firecracker Electro Dragon P.E.K.K.A
Bomb Tower Firecracker Wizard Baby Dragon Electro Dragon
Bomb Tower Wizard Baby Dragon Firecracker Electro Dragon
P.E.K.K.A Bomb Tower
Wizard Firecracker Bomb Tower Baby Dragon Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Firecracker Bomb Tower Wizard Baby Dragon Electro Dragon
P.E.K.K.A Bomb Tower Electro Dragon
P.E.K.K.A
P.E.K.K.A
Firecracker Wizard Bomb Tower Baby Dragon Electro Dragon
P.E.K.K.A Bomb Tower
P.E.K.K.A Bomb Tower
Electro Dragon P.E.K.K.A Firecracker Bomb Tower Baby Dragon
P.E.K.K.A
P.E.K.K.A Bomb Tower Electro Dragon
P.E.K.K.A
P.E.K.K.A Bomb Tower Wizard Skeleton King
Wizard Firecracker Bomb Tower Baby Dragon Electro Dragon
Electro Dragon Firecracker Bomb Tower Baby Dragon P.E.K.K.A Skeleton King
Firecracker Bomb Tower Wizard Baby Dragon Electro Dragon P.E.K.K.A Skeleton King
Bomb Tower
P.E.K.K.A
P.E.K.K.A Bomb Tower

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.)

Firecracker Baby Dragon Electro Dragon
Firecracker Baby Dragon Electro Dragon
Baby Dragon Electro Dragon
Firecracker
Wizard Firecracker Baby Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Electro Dragon
Electro Dragon
Firecracker Wizard Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Electro Dragon
Firecracker Baby Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Baby Dragon
Wizard
Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Wizard Baby Dragon Electro Dragon
Firecracker Baby Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Electro Dragon Firecracker Wizard
Wizard Electro Dragon
Firecracker Electro Dragon
P.E.K.K.A
Firecracker Wizard
Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon
Firecracker Wizard Baby Dragon Electro Dragon Skeleton King
Firecracker Electro Dragon P.E.K.K.A
Electro Dragon Firecracker Baby Dragon Skeleton King
Firecracker Electro Dragon
Electro Dragon Firecracker Baby Dragon
P.E.K.K.A
Firecracker Wizard Electro Dragon

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