My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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 Witch Ice Wizard Inferno Dragon

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 Balloon Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

Mini P.E.K.K.A Balloon

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.

Mini P.E.K.K.A Balloon

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.

Mini P.E.K.K.A 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
Balloon Inferno Dragon
Giant Snowball
Witch Balloon Inferno Dragon
Zap
Witch Balloon Inferno Dragon
Barbarian Barrel
Wizard Witch Ice Wizard
The Log
Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Mini P.E.K.K.A Wizard Witch Balloon Ice Wizard Inferno Dragon
Fireball
Wizard Witch Balloon Ice Wizard Inferno Dragon
Poison
Wizard Witch Balloon Ice Wizard
Lightning
Mini P.E.K.K.A Wizard Witch Balloon Ice Wizard Inferno Dragon
Rocket
Wizard Witch Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Ice Wizard

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 Mini P.E.K.K.A Ice Wizard Inferno Dragon

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 Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Ice Wizard Mini P.E.K.K.A Inferno Dragon Wizard Witch Balloon

Shortest cycle

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

10 Mirror Arrows Ice Wizard Mini P.E.K.K.A

Attack Synergies 2 7

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
Mirror Balloon Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Wizard Mirror Ice Wizard
Wizard
Mini P.E.K.K.A Balloon
Mirror
Arrows Mini P.E.K.K.A Balloon
Witch
Balloon
Arrows Wizard Mirror Ice Wizard
Ice Wizard
Mini P.E.K.K.A Balloon
Inferno Dragon

Defense Synergies 1 11

Arrows
Mirror Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Arrows Wizard Mirror Witch Ice Wizard
Wizard
Mini P.E.K.K.A Ice Wizard
Mirror
Arrows Mini P.E.K.K.A Ice Wizard Inferno Dragon
Witch
Mini P.E.K.K.A Ice Wizard
Balloon
Ice Wizard
Arrows Mini P.E.K.K.A Wizard Mirror Witch Inferno Dragon
Inferno Dragon
Mirror Ice 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.

Wizard
Mini P.E.K.K.A Inferno Dragon Witch Ice Wizard
Mini P.E.K.K.A Witch Ice Wizard Inferno Dragon
Mini P.E.K.K.A Witch Inferno Dragon Ice Wizard
Arrows Mini P.E.K.K.A
Arrows Ice Wizard
Inferno Dragon Arrows Wizard Witch Ice Wizard
Arrows
Mini P.E.K.K.A Witch Inferno Dragon Ice Wizard
Mini P.E.K.K.A Ice Wizard
Witch Ice Wizard Arrows Wizard
Arrows Inferno Dragon Wizard Witch Ice Wizard
Mini P.E.K.K.A Wizard Witch Ice Wizard
Wizard Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A Inferno Dragon
Wizard Arrows Mini P.E.K.K.A Witch
Arrows Wizard Witch Ice Wizard
Arrows Wizard Witch Ice Wizard Inferno Dragon
Mini P.E.K.K.A Inferno Dragon
Wizard Arrows Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch
Arrows Mini P.E.K.K.A Wizard Inferno Dragon
Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Mini P.E.K.K.A Witch Inferno Dragon
Arrows Wizard Witch Ice Wizard
Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A Witch Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mini P.E.K.K.A Witch
Arrows
Mini P.E.K.K.A Wizard Witch
Wizard Witch
Witch Mini P.E.K.K.A Inferno Dragon
Arrows Mini P.E.K.K.A Wizard Witch Ice Wizard Inferno Dragon

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 Ice Wizard
Arrows
Arrows
Wizard Arrows
Arrows Wizard Witch Ice Wizard
Arrows Wizard Witch
Arrows Wizard Ice Wizard
Arrows Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard Witch Ice Wizard
Witch Inferno Dragon
Arrows Wizard Witch Ice Wizard
Arrows Wizard Witch
Arrows
Arrows Wizard Witch Ice Wizard
Wizard Witch
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Witch
Arrows Wizard Witch Ice Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Witch
Witch
Witch

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