My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Giant Wizard Witch P.E.K.K.A Magic Archer

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

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.

Missing

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard 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 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Skeleton Army Magic Archer Giant Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Mirror Zap Skeleton Army Magic Archer

Attack Synergies 4 9

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
Giant Mirror P.E.K.K.A Witch Magic Archer
Giant
Zap Wizard Witch Magic Archer
Wizard
Giant P.E.K.K.A
Mirror
Zap Skeleton Army Magic Archer
Skeleton Army
Mirror
Witch
Zap Giant P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Wizard Witch
Magic Archer
P.E.K.K.A Zap Giant Mirror

Defense Synergies 2 8

Zap
Mirror Skeleton Army Witch P.E.K.K.A Magic Archer
Giant
Wizard
Skeleton Army P.E.K.K.A
Mirror
Zap Skeleton Army Magic Archer
Skeleton Army
Mirror Zap Wizard Magic Archer
Witch
Zap
P.E.K.K.A
Zap Wizard
Magic Archer
Zap Mirror Skeleton Army

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 Wizard Magic Archer
Skeleton Army P.E.K.K.A Zap Witch
Skeleton Army Witch P.E.K.K.A
Skeleton Army Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap Magic Archer
Zap Wizard Witch Magic Archer
Zap P.E.K.K.A Magic Archer
Witch P.E.K.K.A Skeleton Army
Skeleton Army
Skeleton Army Witch Zap Wizard Magic Archer
Zap Wizard Witch Magic Archer
Skeleton Army P.E.K.K.A Zap Wizard Witch
Wizard Skeleton Army Zap Witch P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Skeleton Army Witch P.E.K.K.A
Zap Wizard Skeleton Army Witch Magic Archer
Zap Wizard Witch Magic Archer
P.E.K.K.A
Wizard Skeleton Army Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Witch P.E.K.K.A
Zap Wizard Magic Archer
Skeleton Army P.E.K.K.A Zap Witch
Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Skeleton Army Witch
Wizard Zap Witch Magic Archer
Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Skeleton Army Witch Magic Archer
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Wizard Witch
Wizard Skeleton Army Witch Magic Archer
Skeleton Army Witch Zap P.E.K.K.A Magic Archer
Zap Wizard Witch P.E.K.K.A 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
Zap Magic Archer
Magic Archer
Wizard Zap Magic Archer
Wizard Zap Witch Magic Archer
Wizard Witch Magic Archer
Zap Wizard Magic Archer
Zap Wizard
Zap Wizard Magic Archer
Zap Wizard Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Wizard Witch Magic Archer
Magic Archer Wizard
Zap Wizard Magic Archer
Zap Wizard Witch Magic Archer
Magic Archer
Wizard
Zap
Zap Wizard Witch Magic Archer
Witch
Zap Wizard Witch Magic Archer
Zap Wizard Witch Magic Archer
Zap Magic Archer
Zap Wizard Witch Magic Archer
Zap Wizard Witch
Zap Wizard Magic Archer
Zap Magic Archer
P.E.K.K.A
Wizard Magic Archer
Zap Skeleton Army Witch Magic Archer
Zap Wizard Witch Magic Archer
Wizard Magic Archer
Zap Wizard Magic Archer
Zap
P.E.K.K.A
Zap Witch Magic Archer
Zap Witch Magic Archer
Zap Witch Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: