My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Electro 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.

Wizard Witch P.E.K.K.A Electro Wizard

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.

Zap Arrows Fireball

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.

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.

Electro Wizard

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
Guards
Giant Snowball
Guards Witch
Zap
Guards Witch
Barbarian Barrel
Wizard Guards Witch Electro Wizard
The Log
Guards Witch
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Wizard Guards Witch P.E.K.K.A Electro Wizard
Fireball
Wizard Witch Electro Wizard
Poison
Wizard Guards Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Wizard

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.

Arrows Guards 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.

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 Wizard Witch Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Fireball Electro Wizard Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Guards Fireball

Attack Synergies 7 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.

Zap
Arrows Fireball P.E.K.K.A Electro Wizard Guards Witch
Arrows
Zap Fireball P.E.K.K.A
Fireball
Zap Arrows Electro Wizard
Wizard
P.E.K.K.A
Guards
Zap
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Wizard Witch
Electro Wizard
Zap P.E.K.K.A Fireball

Defense Synergies 2 14

Zap
Fireball Electro Wizard Arrows Guards Witch P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A
Fireball
Zap Arrows Electro Wizard
Wizard
Guards P.E.K.K.A Electro Wizard
Guards
Zap Wizard Witch Electro Wizard
Witch
Zap Guards Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard Guards Witch P.E.K.K.A

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.

Zap Fireball Wizard Electro Wizard
P.E.K.K.A Zap Witch Electro Wizard
Witch P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Guards Electro Wizard
Arrows Fireball P.E.K.K.A
Arrows Fireball Zap Guards Electro Wizard
Electro Wizard Zap Arrows Fireball Wizard Witch
Zap Arrows Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Guards Electro Wizard
Guards Witch Electro Wizard Zap Arrows Fireball Wizard
Arrows Zap Fireball Wizard Witch Electro Wizard
P.E.K.K.A Zap Fireball Wizard Guards Witch Electro Wizard
Fireball Wizard Zap Arrows Guards Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Wizard Arrows Fireball Witch P.E.K.K.A Electro Wizard
Arrows Fireball Zap Wizard Guards Witch Electro Wizard
Zap Arrows Wizard Witch Fireball Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Fireball Guards Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Guards Zap Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Arrows Wizard
Guards P.E.K.K.A Zap Witch Electro Wizard
Guards P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Guards Witch
Arrows Fireball Wizard Zap Witch Electro Wizard
Guards P.E.K.K.A Fireball Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Guards Witch
P.E.K.K.A Zap Arrows Fireball Guards Electro Wizard
P.E.K.K.A Fireball Wizard Guards Witch
Wizard Fireball Witch
Guards Witch Electro Wizard Zap Fireball P.E.K.K.A
Arrows Zap Fireball Wizard Witch P.E.K.K.A Electro Wizard
Arrows Fireball

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 Arrows Guards
Arrows Fireball Zap Electro Wizard
Arrows Fireball
Arrows Fireball Guards
Fireball Wizard Zap Arrows
Arrows Fireball Wizard Zap Witch
Arrows Wizard Witch
Arrows Fireball Zap Wizard
Arrows Fireball Zap Wizard
Fireball Guards Electro Wizard
Zap Arrows Fireball Wizard Electro Wizard
Fireball Zap Arrows Wizard
Fireball
Arrows Fireball
Zap Arrows Fireball
Zap Arrows Fireball Wizard Witch
Arrows Fireball Wizard
Arrows Fireball
Zap Arrows Fireball Wizard Electro Wizard
Zap Arrows Fireball Wizard Witch
Fireball
Arrows Fireball Wizard
Zap Arrows Fireball
Zap Arrows Fireball Wizard Witch
Witch
Arrows Fireball Zap Wizard Witch Electro Wizard
Fireball Zap Arrows Wizard Witch
Fireball Zap Arrows
Zap Arrows Fireball Wizard Witch Electro Wizard
Zap Electro Wizard Fireball Wizard Guards Witch
Fireball
Zap Arrows Fireball Wizard
Zap Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Zap Electro Wizard Fireball Guards Witch
Fireball Zap Arrows Wizard Witch Electro Wizard
Arrows Fireball
Fireball Wizard Electro Wizard
Arrows Zap Fireball Wizard
Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Guards Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard

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