My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Good

1 problems 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!

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.

Bomber 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.

Giant

Damage spells

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

Zap Arrows Rocket

Punishments

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

Giant

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.

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

Bomber 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.

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.

Bomber Zap Arrows Giant Wizard Witch Rocket P.E.K.K.A

Shortest cycle

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

12 Bomber Zap Arrows Giant

Attack Synergies 6 8

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.

Bomber
Giant Zap P.E.K.K.A
Zap
Arrows Giant P.E.K.K.A Bomber Witch
Arrows
Zap Giant P.E.K.K.A
Giant
Bomber Zap Arrows Wizard Rocket Witch
Wizard
Giant P.E.K.K.A
Rocket
Giant
Witch
Zap Giant P.E.K.K.A
P.E.K.K.A
Zap Arrows Bomber Wizard Witch

Defense Synergies 0 7

Bomber
Zap P.E.K.K.A
Zap
Bomber Arrows Witch P.E.K.K.A
Arrows
Zap P.E.K.K.A
Giant
Wizard
P.E.K.K.A
Rocket
Witch
Zap
P.E.K.K.A
Bomber 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.

Rocket Bomber Zap Wizard
P.E.K.K.A Bomber Zap Witch
Rocket Witch P.E.K.K.A Bomber
Witch P.E.K.K.A Bomber
Bomber Arrows Rocket P.E.K.K.A
Arrows Bomber Zap
Rocket Zap Arrows Wizard Witch
Rocket Zap Arrows P.E.K.K.A
Witch P.E.K.K.A
Bomber
Witch Bomber Zap Arrows Wizard
Arrows Zap Wizard Witch
P.E.K.K.A Bomber Zap Wizard Rocket Witch
Bomber Wizard Rocket Zap Arrows Witch P.E.K.K.A
P.E.K.K.A
Rocket Zap P.E.K.K.A
Wizard Bomber Arrows Witch P.E.K.K.A
Arrows Bomber Zap Wizard Witch
Zap Arrows Wizard Witch Bomber
P.E.K.K.A
Bomber Wizard Arrows Witch P.E.K.K.A

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
Bomber Zap Arrows Wizard Rocket
P.E.K.K.A Zap Rocket Witch
Rocket P.E.K.K.A Zap
P.E.K.K.A Witch
Arrows Wizard Rocket Zap Witch
Rocket P.E.K.K.A Witch
P.E.K.K.A
Zap Rocket P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Witch
Rocket P.E.K.K.A Zap Arrows
Rocket P.E.K.K.A Wizard Witch
Wizard Bomber Witch
Witch Bomber Zap Rocket P.E.K.K.A
Arrows Bomber 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 Rocket
Arrows Zap
Rocket Arrows
Arrows Rocket
Bomber Wizard Rocket Zap Arrows
Arrows Wizard Zap Rocket Witch
Bomber Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Rocket
Rocket Zap Arrows Wizard
Zap Arrows Wizard Rocket
Rocket
Arrows Rocket
Zap Arrows
Rocket Bomber Zap Arrows Wizard Witch
Arrows Wizard Rocket
Arrows Rocket
Bomber Rocket
Rocket Bomber Zap Arrows Wizard
Rocket Bomber Zap Arrows Wizard Witch
Rocket
Rocket Arrows Wizard
Rocket
Rocket Zap Arrows
Zap Arrows Bomber Wizard Witch
Witch
Arrows Zap Wizard Witch
Zap Arrows Wizard Witch
Rocket Zap Arrows
Zap Arrows Wizard Witch
Zap Rocket Wizard Witch
Bomber Zap Arrows Wizard Rocket
Zap Rocket Arrows
P.E.K.K.A
Rocket Arrows Wizard
Zap Rocket Witch
Rocket Zap Arrows Wizard Witch
Arrows
Wizard Rocket
Arrows Bomber Zap Wizard
Rocket Zap Arrows
P.E.K.K.A
Zap Rocket Witch
Zap Rocket Witch
Zap Rocket Witch

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