My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Witch Ice Wizard 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.

Witch P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap 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 Hog Rider

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 Hog Rider 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 P.E.K.K.A Ice Wizard

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.

Witch Ice Wizard 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.

Zap Arrows Ice Wizard Mini P.E.K.K.A Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Ice Wizard Mini P.E.K.K.A

Attack Synergies 7 11

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.

Zap
Arrows Hog Rider P.E.K.K.A Electro Wizard Mini P.E.K.K.A Witch Ice Wizard
Arrows
Zap Hog Rider P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Arrows Hog Rider Ice Wizard Electro Wizard
Hog Rider
Zap Arrows Mini P.E.K.K.A Witch Electro Wizard
Witch
Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Witch Ice Wizard
Ice Wizard
Zap Mini P.E.K.K.A P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Hog Rider

Defense Synergies 3 13

Zap
Mini P.E.K.K.A Electro Wizard Arrows Witch P.E.K.K.A Ice Wizard
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Zap Electro Wizard Arrows Witch Ice Wizard
Hog Rider
Witch
Zap Mini P.E.K.K.A Ice Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Ice Wizard Electro Wizard
Ice Wizard
Zap Arrows Mini P.E.K.K.A Witch P.E.K.K.A
Electro Wizard
Zap Mini P.E.K.K.A 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.

Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Ice Wizard Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Ice Wizard Electro Wizard
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Ice Wizard Electro Wizard
Electro Wizard Zap Arrows Witch Ice Wizard
Zap Arrows P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Ice Wizard
Mini P.E.K.K.A Ice Wizard Electro Wizard
Witch Ice Wizard Electro Wizard Zap Arrows
Arrows Zap Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Witch Ice Wizard Electro Wizard
Zap Arrows Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Arrows Zap Witch Ice Wizard Electro Wizard
Zap Arrows Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Mini P.E.K.K.A 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.

Mini P.E.K.K.A Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A
P.E.K.K.A Zap Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Witch
Arrows Zap Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Witch
P.E.K.K.A Zap Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Witch
Witch
Witch Electro Wizard Zap Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Mini P.E.K.K.A Witch P.E.K.K.A Ice Wizard 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.)

Arrows
Arrows Zap Ice Wizard Electro Wizard
Arrows
Arrows
Zap Arrows
Arrows Zap Witch Ice Wizard
Arrows Witch
Arrows Zap Ice Wizard
Arrows Zap
Mini P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Electro Wizard
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch Ice Wizard
Witch
Arrows Zap Witch Ice Wizard Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Ice Wizard Electro Wizard
Zap Electro Wizard Witch
Mini P.E.K.K.A
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Witch
Zap Arrows Witch Ice Wizard Electro Wizard
Arrows
Mini P.E.K.K.A Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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