My Best Clash Royale Deck

Deck Check Rating

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

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!
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.

Archers Wizard Night 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.

Archers Wizard Elixir Collector Golem Night Witch

Offensive cards

Win conditions

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

Golem Graveyard

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 Graveyard

Pump responses

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

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.

Mini P.E.K.K.A Golem

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mini P.E.K.K.A Elixir Collector Golem Night Witch

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

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.

Archers Arrows Mini P.E.K.K.A Night Witch Wizard Graveyard Elixir Collector Golem

Shortest cycle

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

14 Archers Arrows Mini P.E.K.K.A Night Witch

Attack Synergies 3 12

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.

Archers
Arrows Mini P.E.K.K.A Golem Graveyard
Arrows
Golem Graveyard Archers Mini P.E.K.K.A Night Witch
Mini P.E.K.K.A
Archers Arrows Wizard Golem Graveyard
Wizard
Mini P.E.K.K.A Golem
Elixir Collector
Golem
Arrows Night Witch Archers Mini P.E.K.K.A Wizard Graveyard
Night Witch
Golem Arrows Graveyard
Graveyard
Arrows Archers Mini P.E.K.K.A Golem Night Witch

Defense Synergies 0 3

Archers
Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Arrows Wizard
Wizard
Mini P.E.K.K.A
Elixir Collector
Golem
Night Witch
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
Mini P.E.K.K.A Night Witch
Mini P.E.K.K.A Archers Night Witch
Mini P.E.K.K.A Night Witch
Arrows Mini P.E.K.K.A
Arrows Archers Night Witch
Archers Arrows Wizard Night Witch
Arrows
Mini P.E.K.K.A Night Witch
Archers Mini P.E.K.K.A Night Witch
Archers Arrows Wizard Night Witch
Arrows Archers Wizard Night Witch
Mini P.E.K.K.A Night Witch Wizard
Wizard Arrows Mini P.E.K.K.A Night Witch
Mini P.E.K.K.A
Mini P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Night Witch
Arrows Archers Wizard Night Witch
Arrows Wizard Archers
Mini P.E.K.K.A
Wizard Archers Arrows Mini P.E.K.K.A Night 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 Archers
Archers Arrows Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Night Witch
Mini P.E.K.K.A Night Witch
Arrows Wizard Archers
Mini P.E.K.K.A Archers Night Witch
Mini P.E.K.K.A
Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A Wizard Night Witch
Wizard Archers
Archers Mini P.E.K.K.A Night Witch
Arrows Archers Mini P.E.K.K.A 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.)

Arrows
Arrows
Arrows
Arrows
Wizard Arrows
Arrows Wizard
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A Night Witch
Arrows Wizard
Archers Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Mini P.E.K.K.A Night Witch
Archers Arrows Mini P.E.K.K.A Wizard
Arrows Wizard
Night Witch
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Archers Arrows Wizard Night Witch
Wizard
Mini P.E.K.K.A Night Witch
Arrows Wizard Night Witch
Arrows
Arrows Wizard
Archers Night Witch
Archers Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows

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