My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Elixir Golem Witch P.E.K.K.A Electro Wizard Sparky

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Arrows Fireball

Punishments

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

Elixir Golem

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Sparky

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 Elixir Golem P.E.K.K.A Sparky

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Elixir Golem Fireball Electro Wizard Witch Sparky P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Elixir Golem Fireball

Attack Synergies 9 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 Fireball P.E.K.K.A Electro Wizard Sparky Elixir Golem Witch
Arrows
Zap Fireball P.E.K.K.A Sparky Elixir Golem
Elixir Golem
Zap Arrows Fireball Witch Sparky
Fireball
Zap Arrows Elixir Golem Electro Wizard Sparky
Witch
Zap Elixir Golem P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Witch
Electro Wizard
Zap P.E.K.K.A Fireball Sparky
Sparky
Zap Arrows Elixir Golem Fireball Electro Wizard

Defense Synergies 2 10

Zap
Fireball Electro Wizard Arrows Witch P.E.K.K.A Sparky
Arrows
Zap Fireball P.E.K.K.A Sparky
Elixir Golem
Fireball
Zap Arrows Electro Wizard
Witch
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap Fireball Witch P.E.K.K.A
Sparky
Zap Arrows

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 Fireball Electro Wizard Sparky
P.E.K.K.A Sparky Zap Witch Electro Wizard
Witch P.E.K.K.A Sparky Electro Wizard
Witch P.E.K.K.A Sparky Electro Wizard
Arrows Fireball P.E.K.K.A Sparky
Arrows Fireball Zap Electro Wizard
Electro Wizard Zap Arrows Fireball Witch
Zap Arrows Fireball P.E.K.K.A Electro Wizard Sparky
Witch P.E.K.K.A Sparky
Electro Wizard Sparky
Witch Electro Wizard Zap Arrows Fireball
Arrows Zap Fireball Witch Electro Wizard
P.E.K.K.A Sparky Zap Fireball Witch Electro Wizard
Fireball Sparky Zap Arrows Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard Sparky
Sparky Arrows Fireball Witch P.E.K.K.A Electro Wizard
Arrows Fireball Zap Witch Electro Wizard
Zap Arrows Witch Fireball Electro Wizard
P.E.K.K.A Sparky Electro Wizard
Arrows Fireball Witch P.E.K.K.A Electro Wizard Sparky

Counters to secondary win conditions

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

Zap Fireball Witch P.E.K.K.A Electro Wizard Sparky
Fireball Electro Wizard Zap Arrows
P.E.K.K.A Zap Witch Electro Wizard Sparky
P.E.K.K.A Zap Fireball Electro Wizard Sparky
P.E.K.K.A Witch Sparky
Arrows Fireball Zap Witch Electro Wizard
P.E.K.K.A Sparky Fireball Witch Electro Wizard
P.E.K.K.A Sparky
Zap P.E.K.K.A Electro Wizard Fireball Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Witch Sparky
P.E.K.K.A Zap Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Witch Sparky
Fireball Witch Sparky
Witch Electro Wizard Sparky Zap Fireball P.E.K.K.A
Arrows Zap Fireball Witch P.E.K.K.A Electro Wizard Sparky

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 Arrows Sparky
Arrows Fireball Zap Electro Wizard
Arrows Fireball Sparky
Arrows Fireball Sparky
Fireball Zap Arrows Sparky
Arrows Fireball Zap Witch
Arrows Witch Sparky
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Electro Wizard Sparky
Zap Arrows Fireball Electro Wizard Sparky
Fireball Zap Arrows
Fireball Sparky
Arrows Fireball
Zap Arrows Fireball Sparky
Zap Arrows Fireball Witch Sparky
Arrows Fireball Sparky
Arrows Fireball Sparky
Sparky
Zap Arrows Fireball Electro Wizard Sparky
Zap Arrows Fireball Witch
Fireball Sparky
Arrows Fireball
Sparky
Zap Arrows Fireball
Zap Arrows Fireball Witch Sparky
Witch
Arrows Fireball Zap Witch Electro Wizard Sparky
Fireball Zap Arrows Witch Sparky
Fireball Zap Arrows Sparky
Zap Arrows Fireball Witch Electro Wizard Sparky
Zap Electro Wizard Fireball Witch
Fireball Sparky
Zap Arrows Fireball Sparky
Zap Arrows Fireball Electro Wizard Sparky
P.E.K.K.A Sparky
Arrows Fireball Sparky
Zap Electro Wizard Fireball Witch
Fireball Zap Arrows Witch Electro Wizard
Arrows Fireball
Fireball Electro Wizard Sparky
Arrows Zap Fireball
Zap Arrows Fireball Sparky
P.E.K.K.A Sparky
Zap Fireball Witch Electro Wizard Sparky
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard Sparky

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