My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Missing cards in your collection

Magic Archer Night Witch

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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Goblin Gang 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.

Elixir Collector 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 Rage The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang 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
Goblin Gang
Giant Snowball
Goblin Gang Witch
Zap
Goblin Gang Witch
Barbarian Barrel
Goblin Gang Witch Electro Wizard
The Log
Goblin Gang Witch
Earthquake
Goblin Gang Elixir Collector Witch
Arrows
Goblin Gang Witch
Royal Delivery
Goblin Gang Witch P.E.K.K.A Electro Wizard
Fireball
Goblin Gang Elixir Collector Witch Electro Wizard
Poison
Goblin Gang Elixir Collector Witch Electro Wizard
Lightning
Elixir Collector Witch Electro Wizard
Rocket
Elixir Collector Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

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.

Elixir Collector Rage P.E.K.K.A

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.

Goblin Gang 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Goblin Gang Electro Wizard Witch Elixir Collector P.E.K.K.A

Shortest cycle

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

9 Zap Rage The Log Goblin Gang

Attack Synergies 4 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
P.E.K.K.A Electro Wizard Witch The Log
Goblin Gang
P.E.K.K.A
Elixir Collector
Rage
Witch Electro Wizard
Witch
Rage Zap P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Goblin Gang Witch The Log
The Log
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Rage

Defense Synergies 2 11

Zap
Electro Wizard Goblin Gang Witch P.E.K.K.A The Log
Goblin Gang
Zap P.E.K.K.A The Log Electro Wizard
Elixir Collector
Rage
Witch
Zap The Log Electro Wizard
P.E.K.K.A
The Log Zap Goblin Gang Electro Wizard
The Log
P.E.K.K.A Zap Goblin Gang Witch Electro Wizard
Electro Wizard
Zap Goblin Gang Witch P.E.K.K.A The Log

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 The Log Electro Wizard
P.E.K.K.A Zap Goblin Gang Witch The Log Electro Wizard
Goblin Gang Witch P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Goblin Gang Electro Wizard
P.E.K.K.A The Log
Goblin Gang The Log Zap Electro Wizard
Electro Wizard Zap Goblin Gang Witch
Zap P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Goblin Gang
Goblin Gang Electro Wizard
Goblin Gang Witch Electro Wizard Zap The Log
Zap Goblin Gang Witch Electro Wizard
P.E.K.K.A Zap Goblin Gang Witch The Log Electro Wizard
Zap Goblin Gang Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Zap Goblin Gang P.E.K.K.A The Log Electro Wizard
Goblin Gang Witch P.E.K.K.A Electro Wizard
Zap Goblin Gang Witch The Log Electro Wizard
Zap Witch The Log Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Witch P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Goblin Gang The Log
Goblin Gang P.E.K.K.A Zap Witch The Log Electro Wizard
Goblin Gang P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang Witch
Zap Goblin Gang Witch Electro Wizard
Goblin Gang P.E.K.K.A Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Witch The Log
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Witch
P.E.K.K.A Zap The Log Electro Wizard
P.E.K.K.A Goblin Gang Witch
Witch
Goblin Gang Witch Electro Wizard Zap P.E.K.K.A The Log
Zap Witch P.E.K.K.A The Log 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.)

The Log
Zap The Log Electro Wizard
The Log
The Log
Zap The Log
Zap Witch
Witch The Log
The Log Zap
The Log Zap
Goblin Gang Electro Wizard
Zap The Log Electro Wizard
Zap
The Log
Zap The Log
Zap Witch The Log
The Log
Zap The Log Electro Wizard
Zap Witch The Log
The Log
The Log
Zap The Log
Zap The Log Witch
Witch
The Log Zap Witch Electro Wizard
Zap Witch The Log
Zap The Log
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap The Log
Zap Electro Wizard
P.E.K.K.A
The Log
Zap Electro Wizard Goblin Gang Witch
Zap Witch Electro Wizard
The Log
Goblin Gang Electro Wizard
The Log Zap
Zap
P.E.K.K.A
Zap Goblin Gang Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: