My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Mighty Miner

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 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 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.

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.

Elixir Golem Wizard Witch P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Elixir Golem Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rage

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 P.E.K.K.A Electro Giant

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 Army
Giant Snowball
Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Elixir Golem Wizard Skeleton Army Witch
The Log
Elixir Golem Skeleton Army Witch
Earthquake
Elixir Golem Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Elixir Golem Wizard Skeleton Army Witch P.E.K.K.A
Fireball
Elixir Golem Wizard Skeleton Army Witch
Poison
Elixir Golem Wizard Skeleton Army Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant

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.

Arrows Elixir Golem Rage Skeleton Army P.E.K.K.A Electro Giant

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.

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Elixir Golem Skeleton Army Wizard Witch P.E.K.K.A Electro Giant

Shortest cycle

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

11 Rage Arrows Elixir Golem Skeleton Army

Attack Synergies 3 6

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.

Arrows
P.E.K.K.A Elixir Golem
Elixir Golem
Rage Arrows Wizard Witch
Wizard
Elixir Golem Rage P.E.K.K.A
Rage
Elixir Golem Witch Wizard
Skeleton Army
Witch
Rage Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Wizard Witch
Electro Giant

Defense Synergies 0 3

Arrows
P.E.K.K.A
Elixir Golem
Wizard
Skeleton Army P.E.K.K.A
Rage
Skeleton Army
Wizard
Witch
P.E.K.K.A
Arrows Wizard
Electro Giant

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.

Wizard
Skeleton Army P.E.K.K.A Witch
Skeleton Army Witch P.E.K.K.A
Skeleton Army Witch P.E.K.K.A
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army
Arrows Wizard Witch
Arrows P.E.K.K.A Electro Giant
Witch P.E.K.K.A Skeleton Army
Skeleton Army
Skeleton Army Witch Arrows Wizard Electro Giant
Arrows Wizard Witch
Skeleton Army P.E.K.K.A Wizard Witch
Wizard Skeleton Army Arrows Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Electro Giant
Wizard Arrows Skeleton Army Witch P.E.K.K.A
Arrows Wizard Skeleton Army Witch
Arrows Wizard Witch
P.E.K.K.A
Wizard Skeleton Army Arrows Witch P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A Electro Giant
Arrows Wizard
Skeleton Army P.E.K.K.A Witch
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army Witch
Arrows Wizard Electro Giant Witch
Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army
P.E.K.K.A Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Arrows Electro Giant
Skeleton Army P.E.K.K.A Wizard Witch
Wizard Skeleton Army Witch Electro Giant
Skeleton Army Witch Electro Giant P.E.K.K.A
Arrows Wizard Witch P.E.K.K.A Electro Giant

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.)

Arrows
Arrows
Arrows
Arrows
Wizard Arrows
Arrows Wizard Electro Giant Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Witch Electro Giant
Arrows Wizard
Arrows
Arrows Electro Giant Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Arrows Wizard Witch Electro Giant
Wizard Witch Electro Giant
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Skeleton Army Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows Electro Giant
P.E.K.K.A
Electro Giant Witch
Witch
Witch Electro Giant

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