My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Royal Recruits Witch

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 Fireball Rage The Log

Punishments

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

Royal Recruits Mini P.E.K.K.A

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Recruits Mini 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

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
Royal Recruits Clone
Giant Snowball
Royal Recruits Clone Witch
Zap
Clone Witch
Barbarian Barrel
Royal Recruits Clone Witch
The Log
Royal Recruits Mini P.E.K.K.A Clone Witch
Earthquake
Clone Witch
Arrows
Royal Recruits Clone Witch
Royal Delivery
Royal Recruits Mini P.E.K.K.A Clone Witch
Fireball
Clone Witch
Poison
Royal Recruits Clone Witch
Lightning
Mini P.E.K.K.A Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log

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.

Royal Recruits Mini P.E.K.K.A Rage Clone

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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Clone Fireball Mini P.E.K.K.A Witch Royal Recruits

Shortest cycle

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

9 Zap Rage The Log Clone

Attack Synergies 2 9

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
Fireball Royal Recruits Mini P.E.K.K.A Witch The Log
Royal Recruits
Zap Clone
Fireball
Zap The Log
Mini P.E.K.K.A
Zap Rage The Log
Rage
Witch Mini P.E.K.K.A
Clone
Royal Recruits Witch
Witch
Rage Zap Clone
The Log
Zap Fireball Mini P.E.K.K.A

Defense Synergies 4 6

Zap
Fireball Mini P.E.K.K.A Witch The Log
Royal Recruits
The Log
Fireball
Zap The Log Mini P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Fireball Witch
Rage
Clone
Witch
Zap Mini P.E.K.K.A The Log
The Log
Fireball Mini P.E.K.K.A Zap Royal Recruits Witch

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 Royal Recruits Fireball The Log
Mini P.E.K.K.A Zap Royal Recruits Witch The Log
Mini P.E.K.K.A Witch Royal Recruits
Royal Recruits Mini P.E.K.K.A Witch
Royal Recruits Fireball Mini P.E.K.K.A The Log
Fireball The Log Zap
Zap Fireball Witch
Zap Royal Recruits Fireball The Log
Mini P.E.K.K.A Witch Royal Recruits
Royal Recruits Mini P.E.K.K.A
Witch Zap Royal Recruits Fireball The Log
Zap Fireball Witch
Royal Recruits Mini P.E.K.K.A Zap Fireball Witch The Log
Fireball Zap Royal Recruits Mini P.E.K.K.A Witch The Log
Royal Recruits Mini P.E.K.K.A
Zap Royal Recruits Fireball Mini P.E.K.K.A The Log
Royal Recruits Fireball Mini P.E.K.K.A Witch
Fireball Zap Royal Recruits Witch The Log
Zap Witch The Log Royal Recruits Fireball
Mini P.E.K.K.A Royal Recruits
Royal Recruits Fireball Mini P.E.K.K.A Witch The Log

Counters to secondary win conditions

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

Royal Recruits Mini P.E.K.K.A Zap Fireball Witch
Fireball Zap Mini P.E.K.K.A The Log
Royal Recruits Zap Mini P.E.K.K.A Witch The Log
Royal Recruits Mini P.E.K.K.A Zap Fireball The Log
Royal Recruits Mini P.E.K.K.A Witch
Fireball Zap Witch
Royal Recruits Mini P.E.K.K.A Fireball Witch
Mini P.E.K.K.A Royal Recruits
Zap Royal Recruits Fireball Mini P.E.K.K.A Witch The Log
Royal Recruits Witch
Royal Recruits Mini P.E.K.K.A Witch
Royal Recruits Zap Fireball The Log
Royal Recruits Mini P.E.K.K.A Fireball Witch
Royal Recruits Fireball Witch
Royal Recruits Witch Zap Fireball Mini P.E.K.K.A The Log
Zap Royal Recruits Fireball Mini P.E.K.K.A Witch The Log

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.)

Fireball Royal Recruits The Log
Fireball Zap The Log
Fireball The Log
Royal Recruits Fireball The Log
Fireball Zap The Log
Fireball Zap Witch
Witch The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Mini P.E.K.K.A
Zap Royal Recruits Fireball The Log
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball Witch The Log
Royal Recruits Fireball The Log
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A The Log
Zap Fireball Witch The Log
Fireball The Log
Fireball
The Log
Zap Royal Recruits Fireball The Log
Zap The Log Fireball Witch
Witch
Fireball The Log Zap Witch
Fireball Zap Witch The Log
Fireball Zap The Log
Zap Fireball Witch
Zap Fireball Witch
Fireball Mini P.E.K.K.A
Zap Fireball The Log
Zap Fireball
Fireball The Log
Zap Royal Recruits Fireball Witch
Fireball Zap Witch
The Log Fireball
Fireball Mini P.E.K.K.A
The Log Zap Fireball
Zap Fireball
Royal Recruits
Zap Royal Recruits Fireball Witch The Log
Zap Fireball Witch
Zap Royal Recruits Fireball Witch The Log

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