My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minion Horde Wizard 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.

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

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 Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

Minion Horde 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.

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
Minion Horde
Giant Snowball
Minion Horde Witch
Zap
Minion Horde Witch
Barbarian Barrel
Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Minion Horde Witch
Royal Delivery
Minion Horde Wizard Witch P.E.K.K.A Electro Wizard
Fireball
Minion Horde Wizard Witch Electro Wizard
Poison
Minion Horde Wizard Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard
Rocket
Minion Horde Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Rocket

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 Rocket P.E.K.K.A

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.

Minion Horde Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Electro Wizard Minion Horde Wizard Witch Rocket P.E.K.K.A

Shortest cycle

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

14 Zap Arrows Electro Wizard Minion Horde

Attack Synergies 5 4

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 P.E.K.K.A Electro Wizard Minion Horde Witch
Arrows
Zap P.E.K.K.A
Minion Horde
Zap
Wizard
P.E.K.K.A
Rocket
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Wizard Witch
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 1 9

Zap
Electro Wizard Arrows Minion Horde Witch P.E.K.K.A
Arrows
Zap P.E.K.K.A
Minion Horde
Zap
Wizard
P.E.K.K.A Electro Wizard
Rocket
Witch
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Wizard 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.

Rocket Zap Minion Horde Wizard Electro Wizard
Minion Horde P.E.K.K.A Zap Witch Electro Wizard
Minion Horde Rocket Witch P.E.K.K.A Electro Wizard
Minion Horde Witch P.E.K.K.A Electro Wizard
Arrows Rocket P.E.K.K.A
Arrows Zap Electro Wizard
Minion Horde Rocket Electro Wizard Zap Arrows Wizard Witch
Rocket Zap Arrows P.E.K.K.A Electro Wizard
Minion Horde Witch P.E.K.K.A
Minion Horde Electro Wizard
Minion Horde Witch Electro Wizard Zap Arrows Wizard
Arrows Minion Horde Zap Wizard Witch Electro Wizard
Minion Horde P.E.K.K.A Zap Wizard Rocket Witch Electro Wizard
Wizard Rocket Zap Arrows Minion Horde Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Minion Horde Electro Wizard
Minion Horde Rocket Zap P.E.K.K.A Electro Wizard
Minion Horde Wizard Arrows Witch P.E.K.K.A Electro Wizard
Arrows Zap Minion Horde Wizard Witch Electro Wizard
Zap Arrows Wizard Witch Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Minion Horde 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.

Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Wizard Rocket
P.E.K.K.A Zap Minion Horde Rocket Witch Electro Wizard
Rocket P.E.K.K.A Zap Minion Horde Electro Wizard
P.E.K.K.A Minion Horde Witch
Arrows Wizard Rocket Zap Minion Horde Witch Electro Wizard
Rocket P.E.K.K.A Minion Horde Witch Electro Wizard
P.E.K.K.A Minion Horde
Zap Minion Horde Rocket P.E.K.K.A Electro Wizard Witch
Witch P.E.K.K.A Minion Horde
P.E.K.K.A Minion Horde Witch
Rocket P.E.K.K.A Zap Arrows Electro Wizard
Rocket P.E.K.K.A Minion Horde Wizard Witch
Wizard Minion Horde Witch
Witch Electro Wizard Zap Minion Horde Rocket P.E.K.K.A
Arrows Zap Minion Horde Wizard 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.)

Arrows Minion Horde Rocket
Arrows Zap Electro Wizard
Rocket Arrows Minion Horde
Arrows Rocket
Wizard Rocket Zap Arrows Minion Horde
Arrows Wizard Zap Minion Horde Rocket Witch
Arrows Minion Horde Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Rocket Minion Horde Electro Wizard
Rocket Zap Arrows Minion Horde Wizard Electro Wizard
Zap Arrows Wizard Rocket
Rocket
Arrows Minion Horde Rocket
Zap Arrows
Rocket Zap Arrows Minion Horde Wizard Witch
Arrows Minion Horde Wizard Rocket
Arrows Rocket
Minion Horde Rocket
Rocket Zap Arrows Wizard Electro Wizard
Rocket Zap Arrows Wizard Witch
Rocket Minion Horde
Rocket Arrows Wizard
Rocket
Rocket Zap Arrows Minion Horde
Zap Arrows Wizard Witch
Minion Horde Witch
Arrows Zap Wizard Witch Electro Wizard
Zap Arrows Wizard Witch
Rocket Zap Arrows
Zap Arrows Minion Horde Wizard Witch Electro Wizard
Zap Rocket Electro Wizard Minion Horde Wizard Witch
Minion Horde
Zap Arrows Minion Horde Wizard Rocket
Zap Rocket Arrows Minion Horde Electro Wizard
P.E.K.K.A Minion Horde
Rocket Arrows Wizard
Zap Minion Horde Electro Wizard Rocket Witch
Rocket Zap Arrows Wizard Witch Electro Wizard
Arrows
Minion Horde Wizard Rocket Electro Wizard
Arrows Zap Wizard
Rocket Zap Arrows
Minion Horde P.E.K.K.A
Zap Minion Horde Rocket Witch Electro Wizard
Zap Rocket Witch Electro Wizard
Zap Rocket Witch Electro Wizard

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