My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Knight Royal Giant Wizard Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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.

Knight Royal Giant 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 Giant Skeleton Army
Giant Snowball
Skeleton Army Witch
Zap
Royal Giant Skeleton Army Witch
Barbarian Barrel
Knight Wizard Skeleton Army Witch
The Log
Royal Giant Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Wizard Skeleton Army Witch P.E.K.K.A
Fireball
Wizard Skeleton Army Witch
Poison
Wizard Skeleton Army Witch
Lightning
Knight Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Knight Skeleton Army P.E.K.K.A

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.

Royal Giant Skeleton Army

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Skeleton Army Wizard Witch Royal Giant P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Skeleton Army

Attack Synergies 4 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.

Zap
Arrows P.E.K.K.A Knight Royal Giant Witch
Arrows
Zap Royal Giant P.E.K.K.A Knight
Knight
Zap Arrows Wizard Witch
Royal Giant
Arrows Zap Wizard Witch
Wizard
Knight Royal Giant P.E.K.K.A
Skeleton Army
Witch
Zap Knight Royal Giant P.E.K.K.A
P.E.K.K.A
Zap Arrows Wizard Witch

Defense Synergies 0 12

Zap
Arrows Knight Skeleton Army Witch P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Zap Arrows Wizard Skeleton Army Witch
Royal Giant
Wizard
Knight Skeleton Army P.E.K.K.A
Skeleton Army
Zap Knight Wizard
Witch
Zap Knight
P.E.K.K.A
Zap Arrows 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 Knight Wizard
Skeleton Army P.E.K.K.A Zap Knight Witch
Skeleton Army Witch P.E.K.K.A Knight
Skeleton Army Witch P.E.K.K.A Knight
Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Zap
Zap Arrows Wizard Witch
Zap Arrows P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Knight Skeleton Army
Skeleton Army Witch Zap Arrows Knight Wizard
Arrows Zap Wizard Witch
Skeleton Army P.E.K.K.A Zap Knight Wizard Witch
Wizard Skeleton Army Zap Arrows Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Knight
Skeleton Army Zap P.E.K.K.A
Wizard Arrows Knight Skeleton Army Witch P.E.K.K.A
Arrows Zap Knight Wizard Skeleton Army Witch
Zap Arrows Wizard Witch Knight
P.E.K.K.A
Wizard Skeleton Army Arrows Knight Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Zap Witch P.E.K.K.A
Zap Arrows Knight Wizard
Skeleton Army P.E.K.K.A Zap Knight Witch
Skeleton Army P.E.K.K.A Zap Knight
P.E.K.K.A Knight Skeleton Army Witch
Arrows Wizard Zap Witch
Skeleton Army P.E.K.K.A Knight Witch
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Knight Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Witch
Skeleton Army P.E.K.K.A Zap Arrows
Skeleton Army P.E.K.K.A Knight Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Zap Knight P.E.K.K.A
Arrows Zap Wizard Witch P.E.K.K.A

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 Knight
Arrows Zap
Arrows
Arrows Knight
Wizard Zap Arrows
Arrows Wizard Zap Witch
Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Zap Arrows Knight Wizard
Zap Arrows Wizard
Knight
Arrows
Zap Arrows
Zap Arrows Wizard Witch
Arrows Wizard
Arrows
Zap Arrows Wizard
Zap Arrows Wizard Witch
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Witch
Witch
Arrows Zap Wizard Witch
Zap Arrows Wizard Witch
Zap Arrows
Zap Arrows Wizard Witch
Zap Wizard Witch
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Skeleton Army Witch
Zap Arrows Wizard Witch
Arrows
Knight Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Witch
Zap Witch
Zap Witch

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