My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

Wizard Witch P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball Rage

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

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.

Rage 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.

Fireball 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.

Fireball Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Skeleton Army Fireball Electro Wizard Wizard Witch P.E.K.K.A

Shortest cycle

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

11 Zap Rage Skeleton Army Fireball

Attack Synergies 5 6

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
Fireball P.E.K.K.A Electro Wizard Witch
Fireball
Zap Electro Wizard
Wizard
Rage P.E.K.K.A
Rage
Witch Wizard Electro Wizard
Skeleton Army
Witch
Rage Zap P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Wizard Witch
Electro Wizard
Zap P.E.K.K.A Fireball Rage

Defense Synergies 2 10

Zap
Fireball Electro Wizard Skeleton Army Witch P.E.K.K.A
Fireball
Zap Electro Wizard
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Rage
Skeleton Army
Zap Wizard Electro Wizard
Witch
Zap Electro Wizard
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Fireball Wizard Skeleton Army 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 Fireball Wizard Electro Wizard
Skeleton Army P.E.K.K.A Zap Witch Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard
Skeleton Army Witch P.E.K.K.A Electro Wizard
Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Zap Electro Wizard
Electro Wizard Zap Fireball Wizard Witch
Zap Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Skeleton Army
Skeleton Army Electro Wizard
Skeleton Army Witch Electro Wizard Zap Fireball Wizard
Zap Fireball Wizard Witch Electro Wizard
Skeleton Army P.E.K.K.A Zap Fireball Wizard Witch Electro Wizard
Fireball Wizard Skeleton Army Zap Witch P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Zap Fireball P.E.K.K.A Electro Wizard
Wizard Fireball Skeleton Army Witch P.E.K.K.A Electro Wizard
Fireball Zap Wizard Skeleton Army Witch Electro Wizard
Zap Wizard Witch Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army Fireball 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.

Skeleton Army Zap Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard
Skeleton Army P.E.K.K.A Zap Witch Electro Wizard
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Skeleton Army Witch
Fireball Wizard Zap Witch Electro Wizard
Skeleton Army P.E.K.K.A Fireball Witch Electro Wizard
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Electro Wizard Fireball Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
Skeleton Army P.E.K.K.A Fireball Wizard Witch
Wizard Fireball Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Fireball P.E.K.K.A
Zap Fireball Wizard Witch P.E.K.K.A 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Wizard Zap
Fireball Wizard Zap Witch
Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Fireball Electro Wizard
Zap Fireball Wizard Electro Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard Witch
Fireball Wizard
Fireball
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard Witch
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Witch
Witch
Fireball Zap Wizard Witch Electro Wizard
Fireball Zap Wizard Witch
Fireball Zap
Zap Fireball Wizard Witch Electro Wizard
Zap Electro Wizard Fireball Wizard Witch
Fireball
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Fireball Skeleton Army Witch
Fireball Zap Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard

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