My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Elixir Collector Witch P.E.K.K.A Electro Wizard Mega Knight

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

Punishments

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

Mega Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Goblins P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

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.

Elixir Collector P.E.K.K.A Mega Knight

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.

Goblins 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.

Goblins Zap Archers Electro Wizard Witch Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

11 Goblins Zap Archers Electro Wizard

Attack Synergies 3 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.

Goblins
Zap Archers
Zap
P.E.K.K.A Electro Wizard Goblins Archers Witch Mega Knight
Archers
Goblins Zap P.E.K.K.A Mega Knight
Elixir Collector
Witch
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Electro Wizard Archers Witch
Electro Wizard
Zap P.E.K.K.A Mega Knight
Mega Knight
Zap Archers Witch Electro Wizard

Defense Synergies 2 14

Goblins
Zap Archers Electro Wizard
Zap
Electro Wizard Mega Knight Goblins Archers Witch P.E.K.K.A
Archers
Goblins Zap Witch P.E.K.K.A Electro Wizard Mega Knight
Elixir Collector
Witch
Zap Archers Electro Wizard Mega Knight
P.E.K.K.A
Zap Archers Electro Wizard
Electro Wizard
Zap Goblins Archers Witch P.E.K.K.A Mega Knight
Mega Knight
Zap Archers Witch Electro 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.

Zap Electro Wizard
P.E.K.K.A Goblins Zap Witch Electro Wizard Mega Knight
Witch P.E.K.K.A Mega Knight Goblins Archers Electro Wizard
Witch P.E.K.K.A Goblins Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Goblins Zap Archers Electro Wizard Mega Knight
Electro Wizard Zap Archers Witch
Zap P.E.K.K.A Electro Wizard Mega Knight
Witch P.E.K.K.A Goblins
Goblins Archers Electro Wizard Mega Knight
Goblins Archers Witch Electro Wizard Zap Mega Knight
Zap Archers Witch Electro Wizard
P.E.K.K.A Mega Knight Zap Witch Electro Wizard
Mega Knight Goblins Zap Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Goblins Witch P.E.K.K.A Electro Wizard
Mega Knight Goblins Zap Archers Witch Electro Wizard
Zap Witch Archers Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Goblins Archers 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.

Mega Knight Goblins Zap Archers Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Mega Knight
P.E.K.K.A Mega Knight Goblins Zap Witch Electro Wizard
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Witch Mega Knight
Zap Archers Witch Electro Wizard
P.E.K.K.A Goblins Archers Witch Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Goblins Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Witch
Archers Witch Mega Knight
Witch Electro Wizard Goblins Zap Archers P.E.K.K.A
Mega Knight Zap Archers 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.)

Zap Electro Wizard
Zap Mega Knight
Zap Witch
Archers Witch
Zap
Zap
Goblins Electro Wizard
Zap Electro Wizard
Zap Archers
Zap
Zap Witch
Mega Knight
Zap Archers Electro Wizard Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Witch Mega Knight
Witch
Zap Witch Electro Wizard
Zap Witch Mega Knight
Zap
Zap Archers Witch Electro Wizard
Zap Electro Wizard Witch
Zap Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard Archers Witch
Zap Archers Witch Electro Wizard
Electro Wizard Mega Knight
Zap
Zap
P.E.K.K.A Mega Knight
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard Mega Knight

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