My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer Lumberjack

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!
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 Inferno Dragon

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 Golem Inferno Dragon

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap

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.

P.E.K.K.A Golem

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.

Golem

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Skeleton Army P.E.K.K.A Golem Inferno Dragon

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 Inferno Dragon Wizard Witch P.E.K.K.A Golem

Shortest cycle

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

9 Mirror Zap Skeleton Army Inferno Dragon

Attack Synergies 2 7

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
Mirror P.E.K.K.A Witch Golem
Wizard
P.E.K.K.A Golem
Mirror
Zap Skeleton Army
Skeleton Army
Mirror
Witch
Zap P.E.K.K.A Golem
P.E.K.K.A
Zap Wizard Witch
Golem
Zap Wizard Witch
Inferno Dragon

Defense Synergies 2 8

Zap
Mirror Skeleton Army Witch P.E.K.K.A Inferno Dragon
Wizard
Skeleton Army P.E.K.K.A
Mirror
Zap Skeleton Army Inferno Dragon
Skeleton Army
Mirror Zap Wizard Inferno Dragon
Witch
Zap
P.E.K.K.A
Zap Wizard
Golem
Inferno Dragon
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
Skeleton Army P.E.K.K.A Inferno Dragon Zap Witch
Skeleton Army Witch P.E.K.K.A Inferno Dragon
Skeleton Army Witch P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A
Skeleton Army Zap
Inferno Dragon Zap Wizard Witch
Zap P.E.K.K.A
Witch P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army
Skeleton Army Witch Zap Wizard
Inferno Dragon Zap Wizard Witch
Skeleton Army P.E.K.K.A Zap Wizard Witch
Wizard Skeleton Army Zap Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army Zap P.E.K.K.A Inferno Dragon
Wizard Skeleton Army Witch P.E.K.K.A
Zap Wizard Skeleton Army Witch
Zap Wizard Witch Inferno Dragon
P.E.K.K.A Inferno Dragon
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 Inferno Dragon
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 Inferno Dragon
Wizard Zap Witch
Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army Inferno Dragon
Zap P.E.K.K.A Skeleton Army Witch Inferno Dragon
Witch P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Witch
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Zap P.E.K.K.A Inferno Dragon
Zap Wizard Witch P.E.K.K.A Inferno Dragon

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.)

Zap
Wizard Zap
Wizard Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard Witch
Wizard
Zap Wizard
Zap Wizard Witch
Wizard
Zap
Zap Wizard Witch
Witch Inferno Dragon
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Wizard Witch
Zap Wizard Witch
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Skeleton Army Witch
Zap Wizard Witch
Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Witch
Zap Witch
Zap Witch

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