My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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

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 Prince P.E.K.K.A

Offensive cards

Win conditions

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

Balloon Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Balloon Prince Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Balloon Prince 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.

Balloon Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado

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 Tornado Prince 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.

Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Tornado Wizard Witch Balloon Prince Graveyard P.E.K.K.A

Shortest cycle

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

16 Arrows Tornado Wizard Witch

Attack Synergies 5 13

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
Balloon P.E.K.K.A Graveyard Prince
Wizard
Tornado Balloon Prince P.E.K.K.A
Tornado
Wizard P.E.K.K.A Witch Balloon Graveyard
Witch
Tornado Prince P.E.K.K.A Graveyard
Balloon
Arrows Wizard Tornado Graveyard
Prince
Arrows Wizard Witch Graveyard
P.E.K.K.A
Arrows Tornado Wizard Witch Graveyard
Graveyard
Arrows Tornado Witch Balloon Prince P.E.K.K.A

Defense Synergies 2 8

Arrows
Tornado Prince P.E.K.K.A
Wizard
Tornado Prince P.E.K.K.A
Tornado
Wizard P.E.K.K.A Arrows Witch Prince
Witch
Tornado Prince
Balloon
Prince
Arrows Wizard Tornado Witch
P.E.K.K.A
Tornado Arrows Wizard
Graveyard

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
P.E.K.K.A Witch Prince
Tornado Witch Prince P.E.K.K.A
Witch Prince P.E.K.K.A
Arrows Tornado Prince P.E.K.K.A
Arrows Tornado
Tornado Arrows Wizard Witch
Arrows P.E.K.K.A
Witch P.E.K.K.A Tornado Prince
Tornado Prince
Witch Arrows Wizard Tornado
Arrows Wizard Tornado Witch
Prince P.E.K.K.A Wizard Witch
Wizard Arrows Tornado Witch Prince P.E.K.K.A
P.E.K.K.A Prince
Tornado Prince P.E.K.K.A
Wizard Arrows Tornado Witch Prince P.E.K.K.A
Arrows Wizard Tornado Witch Prince
Arrows Wizard Tornado Witch
P.E.K.K.A Tornado Prince
Wizard Arrows Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Witch Prince P.E.K.K.A
Arrows Wizard Prince
P.E.K.K.A Witch Prince
Prince P.E.K.K.A Tornado
P.E.K.K.A Witch Prince
Arrows Wizard Tornado Witch
Prince P.E.K.K.A Witch
P.E.K.K.A Prince
P.E.K.K.A Tornado Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Witch Prince
P.E.K.K.A Arrows Tornado Prince
Prince P.E.K.K.A Wizard Witch
Wizard Witch
Witch Tornado Prince P.E.K.K.A
Arrows Wizard Witch P.E.K.K.A

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 Tornado
Arrows
Arrows Prince
Wizard Arrows
Arrows Wizard Tornado Witch
Arrows Wizard Tornado Witch
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado Prince
Arrows Wizard Tornado Prince
Arrows Wizard Tornado
Arrows
Arrows Prince
Arrows Wizard Witch
Arrows Wizard
Arrows Tornado
Arrows Wizard Prince
Arrows Wizard Tornado Witch
Prince
Arrows Wizard Tornado
Tornado Prince
Arrows
Arrows Tornado Wizard Witch
Witch
Arrows Wizard Tornado Witch
Arrows Wizard Tornado Witch Prince
Arrows Tornado
Arrows Wizard Tornado Witch
Wizard Witch
Arrows Wizard
Arrows
P.E.K.K.A Prince
Arrows Wizard
Witch Prince
Arrows Wizard Tornado Witch
Arrows
Wizard Prince
Arrows Wizard
Arrows Tornado
Prince P.E.K.K.A
Tornado Witch
Tornado Witch
Tornado Witch Prince

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