My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Inferno Dragon Magic Archer

Deck tips

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

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Witch Electro Wizard 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.

Bomber Witch Golem Bandit Electro Wizard 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.

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 Bandit

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.

Mini P.E.K.K.A Golem Bandit

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 Golem Bandit 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
Bomber Bandit Inferno Dragon
Giant Snowball
Bomber Witch Inferno Dragon
Zap
Bomber Witch Bandit Inferno Dragon
Barbarian Barrel
Bomber Witch Bandit Electro Wizard
The Log
Bomber Mini P.E.K.K.A Witch Bandit
Earthquake
Bomber Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Mini P.E.K.K.A Witch Bandit Electro Wizard Inferno Dragon
Fireball
Bomber Witch Bandit Electro Wizard Inferno Dragon
Poison
Bomber Witch Electro Wizard
Lightning
Mini P.E.K.K.A Witch Bandit Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 Mini P.E.K.K.A Golem Inferno Dragon

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Bandit Mini P.E.K.K.A Electro Wizard Inferno Dragon Witch Golem

Shortest cycle

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

12 Bomber Arrows Bandit Mini P.E.K.K.A

Attack Synergies 2 11

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.

Bomber
Golem Mini P.E.K.K.A Bandit
Arrows
Golem Mini P.E.K.K.A Bandit
Mini P.E.K.K.A
Bomber Arrows Golem Electro Wizard
Witch
Golem Bandit
Golem
Bomber Arrows Mini P.E.K.K.A Witch Bandit Electro Wizard
Bandit
Bomber Arrows Witch Golem Electro Wizard
Electro Wizard
Mini P.E.K.K.A Golem Bandit
Inferno Dragon

Defense Synergies 1 10

Bomber
Mini P.E.K.K.A Bandit Electro Wizard
Arrows
Mini P.E.K.K.A Bandit
Mini P.E.K.K.A
Electro Wizard Bomber Arrows Witch
Witch
Mini P.E.K.K.A Bandit Electro Wizard
Golem
Bandit
Bomber Arrows Witch Electro Wizard
Electro Wizard
Mini P.E.K.K.A Bomber Witch Bandit Inferno Dragon
Inferno Dragon
Electro Wizard

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.

Bomber Electro Wizard
Mini P.E.K.K.A Inferno Dragon Bomber Witch Bandit Electro Wizard
Mini P.E.K.K.A Witch Bomber Bandit Electro Wizard Inferno Dragon
Mini P.E.K.K.A Witch Inferno Dragon Bomber Bandit Electro Wizard
Bomber Arrows Mini P.E.K.K.A
Arrows Bomber Bandit Electro Wizard
Electro Wizard Inferno Dragon Arrows Witch
Arrows Bandit Electro Wizard
Mini P.E.K.K.A Witch Inferno Dragon
Bomber Mini P.E.K.K.A Bandit Electro Wizard
Witch Electro Wizard Bomber Arrows Bandit
Arrows Inferno Dragon Witch Electro Wizard
Mini P.E.K.K.A Bomber Witch Bandit Electro Wizard
Bomber Arrows Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Inferno Dragon Bandit Electro Wizard
Mini P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Bomber Arrows Mini P.E.K.K.A Witch Electro Wizard
Arrows Bomber Witch Bandit Electro Wizard
Arrows Witch Bomber Bandit Electro Wizard Inferno Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Bomber Arrows Mini P.E.K.K.A Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Bandit Electro Wizard
Bandit Electro Wizard Bomber Arrows Mini P.E.K.K.A Inferno Dragon
Bandit Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A Witch Bandit Inferno Dragon
Arrows Witch Electro Wizard
Mini P.E.K.K.A Witch Bandit Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Electro Wizard Mini P.E.K.K.A Witch Bandit Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mini P.E.K.K.A Witch
Arrows Electro Wizard
Mini P.E.K.K.A Witch Bandit
Bomber Witch
Witch Electro Wizard Bomber Mini P.E.K.K.A Inferno Dragon
Arrows Bomber Mini P.E.K.K.A Witch Electro Wizard 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.)

Arrows Bandit
Arrows Bandit Electro Wizard
Arrows Bandit
Arrows
Bomber Arrows
Arrows Witch
Bomber Arrows Witch
Arrows
Arrows Bandit
Mini P.E.K.K.A Electro Wizard
Arrows Bandit Electro Wizard
Arrows
Bandit
Arrows Bandit
Arrows
Bomber Arrows Witch Bandit
Arrows Bandit
Arrows
Bomber Mini P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A Bandit Electro Wizard
Bomber Arrows Witch
Arrows
Arrows
Arrows Bomber Witch
Witch Inferno Dragon
Arrows Witch Bandit Electro Wizard
Arrows Witch Bandit
Arrows Bandit
Arrows Witch Electro Wizard
Electro Wizard Witch
Mini P.E.K.K.A
Bomber Arrows Bandit
Arrows Electro Wizard
Arrows
Electro Wizard Witch Bandit
Arrows Witch Electro Wizard
Arrows
Mini P.E.K.K.A Electro Wizard
Arrows Bomber
Arrows
Witch Electro Wizard
Witch Electro Wizard
Witch Bandit Electro Wizard

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