My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers 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.

Bomber Archers Giant 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.

Giant

Damage spells

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

Fireball

Punishments

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

Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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.

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.

Bomber Archers Fireball Electro Wizard Giant Wizard Witch P.E.K.K.A

Shortest cycle

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

13 Bomber Archers Fireball Electro Wizard

Attack Synergies 2 10

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.

Bomber
Giant P.E.K.K.A
Archers
Giant P.E.K.K.A
Fireball
Giant Electro Wizard
Giant
Bomber Archers Fireball Wizard Witch Electro Wizard
Wizard
Giant P.E.K.K.A
Witch
Giant P.E.K.K.A
P.E.K.K.A
Electro Wizard Bomber Archers Wizard Witch
Electro Wizard
P.E.K.K.A Fireball Giant

Defense Synergies 0 10

Bomber
P.E.K.K.A Electro Wizard
Archers
Witch P.E.K.K.A Electro Wizard
Fireball
Electro Wizard
Giant
Wizard
P.E.K.K.A Electro Wizard
Witch
Archers Electro Wizard
P.E.K.K.A
Bomber Archers Wizard Electro Wizard
Electro Wizard
Bomber Archers Fireball Wizard 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.

Bomber Fireball Wizard Electro Wizard
P.E.K.K.A Bomber Witch Electro Wizard
Witch P.E.K.K.A Bomber Archers Electro Wizard
Witch P.E.K.K.A Bomber Electro Wizard
Bomber Fireball P.E.K.K.A
Fireball Bomber Archers Electro Wizard
Electro Wizard Archers Fireball Wizard Witch
Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Bomber Archers Electro Wizard
Archers Witch Electro Wizard Bomber Fireball Wizard
Archers Fireball Wizard Witch Electro Wizard
P.E.K.K.A Bomber Fireball Wizard Witch Electro Wizard
Bomber Fireball Wizard Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Wizard Bomber Fireball Witch P.E.K.K.A Electro Wizard
Fireball Bomber Archers Wizard Witch Electro Wizard
Wizard Witch Bomber Archers Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Wizard Archers Fireball 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.

Archers Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Archers Wizard
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Witch
Fireball Wizard Archers Witch Electro Wizard
P.E.K.K.A Archers Fireball Witch Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Fireball Wizard Witch
Wizard Bomber Archers Fireball Witch
Witch Electro Wizard Bomber Archers Fireball P.E.K.K.A
Bomber Archers Fireball Wizard Witch P.E.K.K.A Electro Wizard

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
Fireball Electro Wizard
Fireball
Fireball
Bomber Fireball Wizard
Fireball Wizard Witch
Bomber Archers Wizard Witch
Fireball Wizard
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard Electro Wizard
Fireball Archers Wizard
Fireball
Fireball
Fireball
Bomber Fireball Wizard Witch
Fireball Wizard
Fireball
Bomber
Bomber Archers Fireball Wizard Electro Wizard
Bomber Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Bomber Fireball Wizard Witch
Witch
Fireball Wizard Witch Electro Wizard
Fireball Wizard Witch
Fireball
Archers Fireball Wizard Witch Electro Wizard
Electro Wizard Fireball Wizard Witch
Fireball
Bomber Fireball Wizard
Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Electro Wizard Archers Fireball Witch
Fireball Archers Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Bomber Fireball Wizard
Fireball
P.E.K.K.A
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard

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