My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Executioner Electro Wizard Magic Archer

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 Balloon Executioner P.E.K.K.A Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

Balloon Bandit

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.

Balloon P.E.K.K.A Bandit Magic Archer

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.

Balloon Bandit Electro Wizard Magic Archer

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
Skeleton Army Balloon Bandit
Giant Snowball
Skeleton Army Witch Balloon
Zap
Skeleton Army Witch Balloon Bandit
Barbarian Barrel
Skeleton Army Witch Executioner Bandit Electro Wizard Magic Archer
The Log
Skeleton Army Witch Bandit
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Balloon Executioner P.E.K.K.A Bandit Electro Wizard Magic Archer
Fireball
Skeleton Army Witch Balloon Executioner Bandit Electro Wizard Magic Archer
Poison
Skeleton Army Witch Balloon Executioner Electro Wizard Magic Archer
Lightning
Witch Balloon Executioner Bandit Electro Wizard Magic Archer
Rocket
Witch Balloon Executioner Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Witch Executioner Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Executioner Magic Archer

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.

Skeleton Army Executioner 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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Bandit Electro Wizard Magic Archer Witch Balloon Executioner P.E.K.K.A

Shortest cycle

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

14 Skeleton Army Bandit Electro Wizard Magic Archer

Attack Synergies 2 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.

Skeleton Army
Witch
P.E.K.K.A Bandit
Balloon
Executioner Bandit Electro Wizard Magic Archer
Executioner
Balloon P.E.K.K.A Bandit
P.E.K.K.A
Electro Wizard Magic Archer Witch Executioner
Bandit
Witch Balloon Executioner Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Balloon Bandit Magic Archer
Magic Archer
P.E.K.K.A Balloon Bandit Electro Wizard

Defense Synergies 0 11

Skeleton Army
Executioner Bandit Electro Wizard Magic Archer
Witch
Bandit Electro Wizard
Balloon
Executioner
Skeleton Army Bandit
P.E.K.K.A
Electro Wizard
Bandit
Skeleton Army Witch Executioner Electro Wizard Magic Archer
Electro Wizard
Skeleton Army Witch P.E.K.K.A Bandit Magic Archer
Magic Archer
Skeleton Army Bandit Electro 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.

Executioner Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Witch Executioner Bandit Electro Wizard
Skeleton Army Witch P.E.K.K.A Executioner Bandit Electro Wizard
Skeleton Army Witch P.E.K.K.A Bandit Electro Wizard
Skeleton Army P.E.K.K.A
Skeleton Army Executioner Bandit Electro Wizard Magic Archer
Electro Wizard Witch Executioner Magic Archer
P.E.K.K.A Bandit Electro Wizard Magic Archer
Witch P.E.K.K.A Skeleton Army
Skeleton Army Bandit Electro Wizard
Skeleton Army Witch Executioner Electro Wizard Bandit Magic Archer
Executioner Witch Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Witch Bandit Electro Wizard
Skeleton Army Executioner Witch P.E.K.K.A Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Bandit Electro Wizard
Skeleton Army P.E.K.K.A Bandit Electro Wizard
Skeleton Army Witch Executioner P.E.K.K.A Electro Wizard
Skeleton Army Witch Executioner Bandit Electro Wizard Magic Archer
Witch Executioner Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Skeleton Army Witch Executioner P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Executioner Magic Archer
Skeleton Army P.E.K.K.A Bandit Witch Electro Wizard
Skeleton Army P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Skeleton Army Witch Executioner Bandit
Executioner Witch Electro Wizard Magic Archer
Skeleton Army P.E.K.K.A Witch Bandit Electro Wizard
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Skeleton Army Witch Bandit Magic Archer
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Witch Executioner Bandit
Skeleton Army Witch Executioner Magic Archer
Skeleton Army Witch Electro Wizard Executioner P.E.K.K.A Magic Archer
Executioner Witch P.E.K.K.A Electro Wizard Magic Archer

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.)

Magic Archer Bandit
Executioner Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Executioner Magic Archer
Executioner Witch Magic Archer
Witch Executioner Magic Archer
Executioner Magic Archer
Bandit
Electro Wizard
Bandit Electro Wizard Magic Archer
Executioner Magic Archer
Executioner Bandit Magic Archer
Bandit Magic Archer
Magic Archer
Witch Executioner Bandit Magic Archer
Magic Archer Executioner Bandit
Executioner Bandit Electro Wizard Magic Archer
Witch Magic Archer
Magic Archer
Witch Executioner Magic Archer
Witch
Witch Executioner Bandit Electro Wizard Magic Archer
Witch Bandit Magic Archer
Bandit Magic Archer
Witch Executioner Electro Wizard Magic Archer
Electro Wizard Witch
Bandit Magic Archer
Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Electro Wizard Skeleton Army Witch Bandit Magic Archer
Witch Executioner Electro Wizard Magic Archer
Executioner Electro Wizard Magic Archer
Executioner Magic Archer
Executioner P.E.K.K.A
Witch Electro Wizard Magic Archer
Witch Executioner Electro Wizard Magic Archer
Witch Executioner Bandit Electro Wizard Magic Archer

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