My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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.

Minions Witch Princess 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 Giant Witch P.E.K.K.A Princess Electro Wizard

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 Princess

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 Giant P.E.K.K.A Princess

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

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Princess

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.

Knight P.E.K.K.A Princess

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.

Princess

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.

Minions 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 Knight Minions Princess Electro Wizard Giant Witch P.E.K.K.A

Shortest cycle

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

11 Zap Knight Minions Princess

Attack Synergies 7 12

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 P.E.K.K.A Electro Wizard Knight Minions Witch Princess
Knight
Minions Princess Zap Witch Electro Wizard
Minions
Knight Giant Zap P.E.K.K.A
Giant
Zap Minions Witch Princess Electro Wizard
Witch
Zap Knight Giant P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Minions Witch Princess
Princess
Knight Zap Giant P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Knight Giant

Defense Synergies 4 11

Zap
Electro Wizard Knight Minions Witch P.E.K.K.A Princess
Knight
Minions Princess Electro Wizard Zap Witch
Minions
Knight Zap P.E.K.K.A Electro Wizard
Giant
Witch
Zap Knight Electro Wizard
P.E.K.K.A
Zap Minions Princess Electro Wizard
Princess
Knight Zap P.E.K.K.A
Electro Wizard
Zap Knight Minions Witch P.E.K.K.A

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 Minions Electro Wizard
P.E.K.K.A Zap Knight Minions Witch Electro Wizard
Witch P.E.K.K.A Knight Minions Electro Wizard
Witch P.E.K.K.A Knight Minions Electro Wizard
P.E.K.K.A Princess
Zap Minions Electro Wizard
Minions Electro Wizard Zap Witch Princess
Zap P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Minions Princess
Knight Electro Wizard
Minions Witch Electro Wizard Zap Knight Princess
Minions Zap Witch Princess Electro Wizard
P.E.K.K.A Zap Knight Minions Witch Electro Wizard
Zap Minions Witch P.E.K.K.A Princess Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Knight Minions Witch P.E.K.K.A Electro Wizard
Zap Knight Minions Witch Electro Wizard
Zap Witch Knight Minions Princess Electro Wizard
P.E.K.K.A Electro Wizard
Knight Minions Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight
P.E.K.K.A Zap Knight Minions Witch Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight Witch
Zap Minions Witch Princess Electro Wizard
P.E.K.K.A Knight Minions Witch Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Minions Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Minions Witch
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Witch
Witch Princess
Witch Electro Wizard Zap Knight Minions P.E.K.K.A
Minions Zap Witch P.E.K.K.A Princess 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.)

Princess Knight
Zap Princess Electro Wizard
Knight
Zap
Zap Minions Witch Princess
Witch Princess
Zap Princess
Zap
Minions Electro Wizard
Zap Knight Princess Electro Wizard
Zap Princess
Knight Princess
Minions Princess
Princess Zap
Zap Witch Princess
Princess
Minions
Zap Princess Electro Wizard
Zap Witch Princess
Minions
Princess
Zap
Zap Witch Princess
Witch
Zap Witch Princess Electro Wizard
Zap Witch Princess
Zap
Zap Witch Princess Electro Wizard
Zap Electro Wizard Minions Witch
Zap
Zap Princess Electro Wizard
P.E.K.K.A
Princess
Zap Electro Wizard Minions Witch Princess
Zap Witch Princess Electro Wizard
Knight Princess Electro Wizard
Zap Princess
Zap
P.E.K.K.A
Zap Minions Witch Princess Electro Wizard
Zap Witch Princess Electro Wizard
Zap Witch Princess Electro Wizard

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