My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Wall Breakers

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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Witch Ice 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.

Witch Giant Skeleton P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Fireball Tornado

Punishments

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

Hog Rider

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.

Hog Rider Giant Skeleton 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.

Hog Rider Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado Ice 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.

Tornado Giant Skeleton P.E.K.K.A Ice Wizard

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

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 Witch Ice 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 Tornado Ice Wizard Fireball Hog Rider Witch Giant Skeleton P.E.K.K.A

Shortest cycle

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

12 Zap Tornado Ice Wizard Fireball

Attack Synergies 7 13

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 Hog Rider Tornado P.E.K.K.A Witch Giant Skeleton Ice Wizard
Fireball
Zap Hog Rider Tornado
Hog Rider
Zap Fireball Tornado Witch Giant Skeleton
Tornado
Zap Fireball P.E.K.K.A Hog Rider Witch Giant Skeleton Ice Wizard
Witch
Zap Hog Rider Tornado Giant Skeleton P.E.K.K.A
Giant Skeleton
Zap Hog Rider Tornado Witch Ice Wizard
P.E.K.K.A
Zap Tornado Witch Ice Wizard
Ice Wizard
Zap Tornado Giant Skeleton P.E.K.K.A

Defense Synergies 4 12

Zap
Fireball Tornado Witch Giant Skeleton P.E.K.K.A Ice Wizard
Fireball
Zap Tornado Ice Wizard
Hog Rider
Tornado
Fireball P.E.K.K.A Ice Wizard Zap Witch Giant Skeleton
Witch
Zap Tornado Giant Skeleton Ice Wizard
Giant Skeleton
Zap Tornado Witch Ice Wizard
P.E.K.K.A
Tornado Zap Ice Wizard
Ice Wizard
Tornado Zap Fireball Witch Giant Skeleton 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
P.E.K.K.A Zap Witch Ice Wizard
Tornado Witch P.E.K.K.A Giant Skeleton Ice Wizard
Witch P.E.K.K.A Ice Wizard
Fireball Tornado Giant Skeleton P.E.K.K.A
Fireball Tornado Zap Ice Wizard
Tornado Zap Fireball Witch Ice Wizard
Zap Fireball Giant Skeleton P.E.K.K.A
Witch P.E.K.K.A Tornado Ice Wizard
Tornado Giant Skeleton Ice Wizard
Witch Ice Wizard Zap Fireball Tornado Giant Skeleton
Zap Fireball Tornado Witch Ice Wizard
P.E.K.K.A Zap Fireball Witch Giant Skeleton Ice Wizard
Fireball Zap Tornado Witch P.E.K.K.A
P.E.K.K.A
Tornado Zap Fireball P.E.K.K.A
Fireball Tornado Witch P.E.K.K.A
Fireball Zap Tornado Witch Ice Wizard
Zap Tornado Witch Fireball Giant Skeleton Ice Wizard
P.E.K.K.A Tornado
Fireball Witch Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Zap Fireball Witch Giant Skeleton P.E.K.K.A
Fireball Zap
Giant Skeleton P.E.K.K.A Zap Witch
Giant Skeleton P.E.K.K.A Zap Fireball Tornado
Giant Skeleton P.E.K.K.A Witch
Fireball Zap Tornado Witch Ice Wizard
P.E.K.K.A Fireball Witch Giant Skeleton Ice Wizard
Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Fireball Tornado Witch
Witch P.E.K.K.A
P.E.K.K.A Witch Giant Skeleton
P.E.K.K.A Zap Fireball Tornado Giant Skeleton
Giant Skeleton P.E.K.K.A Fireball Witch
Fireball Witch
Witch Zap Fireball Tornado Giant Skeleton P.E.K.K.A
Zap Fireball Witch Giant Skeleton P.E.K.K.A Ice 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 Giant Skeleton
Fireball Zap Tornado Ice Wizard
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball Zap
Fireball Zap Tornado Witch Ice Wizard
Tornado Witch
Fireball Zap Tornado Ice Wizard
Fireball Zap Tornado
Fireball Tornado
Zap Fireball Tornado
Fireball Zap Tornado
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball Tornado
Zap Fireball
Zap Fireball Tornado Witch
Fireball Giant Skeleton
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Witch Ice Wizard
Witch
Fireball Zap Tornado Witch Ice Wizard
Fireball Zap Tornado Witch
Fireball Zap Tornado
Zap Fireball Tornado Witch Ice Wizard
Zap Fireball Witch
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A Giant Skeleton
Fireball
Zap Fireball Witch
Fireball Zap Tornado Witch Ice Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Tornado Giant Skeleton
P.E.K.K.A
Zap Fireball Tornado Witch Giant Skeleton
Zap Fireball Tornado Witch
Zap Fireball Tornado Witch Giant Skeleton

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