My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

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.

Knight Witch Balloon Giant Skeleton Electro Wizard

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.

Zap Arrows

Punishments

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

Mini P.E.K.K.A Balloon

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 Mini P.E.K.K.A Balloon Giant Skeleton

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Knight Mini P.E.K.K.A Giant Skeleton

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Mini P.E.K.K.A Electro Wizard Witch Balloon Giant Skeleton

Shortest cycle

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

12 Zap Arrows Knight Mini P.E.K.K.A

Attack Synergies 5 15

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 Balloon Electro Wizard Knight Mini P.E.K.K.A Witch Giant Skeleton
Arrows
Zap Balloon Knight Mini P.E.K.K.A Giant Skeleton
Knight
Balloon Zap Arrows Witch Electro Wizard
Mini P.E.K.K.A
Zap Arrows Giant Skeleton Electro Wizard
Witch
Zap Knight Giant Skeleton
Balloon
Zap Arrows Knight Giant Skeleton Electro Wizard
Giant Skeleton
Zap Arrows Mini P.E.K.K.A Witch Balloon Electro Wizard
Electro Wizard
Zap Knight Mini P.E.K.K.A Balloon Giant Skeleton

Defense Synergies 4 13

Zap
Mini P.E.K.K.A Electro Wizard Arrows Knight Witch Giant Skeleton
Arrows
Zap Knight Mini P.E.K.K.A Giant Skeleton
Knight
Electro Wizard Zap Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Zap Electro Wizard Arrows Knight Witch
Witch
Zap Knight Mini P.E.K.K.A Giant Skeleton Electro Wizard
Balloon
Giant Skeleton
Zap Arrows Witch Electro Wizard
Electro Wizard
Zap Knight Mini P.E.K.K.A Witch Giant Skeleton

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 Electro Wizard
Mini P.E.K.K.A Zap Knight Witch Electro Wizard
Mini P.E.K.K.A Witch Knight Giant Skeleton Electro Wizard
Mini P.E.K.K.A Witch Knight Electro Wizard
Arrows Mini P.E.K.K.A Giant Skeleton
Arrows Zap Electro Wizard
Electro Wizard Zap Arrows Witch
Zap Arrows Giant Skeleton Electro Wizard
Mini P.E.K.K.A Witch
Knight Mini P.E.K.K.A Giant Skeleton Electro Wizard
Witch Electro Wizard Zap Arrows Knight Giant Skeleton
Arrows Zap Witch Electro Wizard
Mini P.E.K.K.A Zap Knight Witch Giant Skeleton Electro Wizard
Zap Arrows Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Zap Mini P.E.K.K.A Electro Wizard
Arrows Knight Mini P.E.K.K.A Witch Electro Wizard
Arrows Zap Knight Witch Electro Wizard
Zap Arrows Witch Knight Giant Skeleton Electro Wizard
Mini P.E.K.K.A Electro Wizard
Arrows Knight Mini P.E.K.K.A Witch Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Zap Witch Giant Skeleton Electro Wizard
Electro Wizard Zap Arrows Knight Mini P.E.K.K.A
Giant Skeleton Zap Knight Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Giant Skeleton Zap Knight Electro Wizard
Giant Skeleton Knight Mini P.E.K.K.A Witch
Arrows Zap Witch Electro Wizard
Mini P.E.K.K.A Knight Witch Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Knight
Zap Giant Skeleton Electro Wizard Knight Mini P.E.K.K.A Witch
Witch
Knight Mini P.E.K.K.A Witch Giant Skeleton
Zap Arrows Giant Skeleton Electro Wizard
Mini P.E.K.K.A Giant Skeleton Knight Witch
Witch
Witch Electro Wizard Zap Knight Mini P.E.K.K.A Giant Skeleton
Arrows Zap Mini P.E.K.K.A Witch Giant Skeleton 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 Knight Giant Skeleton
Arrows Zap Electro Wizard
Arrows Giant Skeleton
Arrows Knight Giant Skeleton
Zap Arrows
Arrows Zap Witch
Arrows Witch
Arrows Zap
Arrows Zap
Mini P.E.K.K.A Electro Wizard
Zap Arrows Knight Electro Wizard
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Electro Wizard
Zap Arrows Witch
Giant Skeleton
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Mini P.E.K.K.A
Zap Arrows
Zap Arrows Electro Wizard
Giant Skeleton
Arrows
Zap Electro Wizard Witch
Zap Arrows Witch Electro Wizard
Arrows
Knight Mini P.E.K.K.A Electro Wizard
Arrows Zap
Zap Arrows Giant Skeleton
Zap Witch Giant Skeleton Electro Wizard
Zap Witch Electro Wizard
Zap Witch Giant Skeleton Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: