My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
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.

Archers Goblin Gang Witch

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.

Archers Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblin Gang Giant 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.

Graveyard

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
Archers Goblin Gang Giant Graveyard
Giant Snowball
Archers Goblin Gang Witch Graveyard
Zap
Archers Goblin Gang Witch Graveyard
Barbarian Barrel
Archers Goblin Gang Witch Graveyard
The Log
Archers Goblin Gang Witch Graveyard
Earthquake
Archers Goblin Gang Witch Graveyard
Arrows
Archers Goblin Gang Witch Graveyard
Royal Delivery
Archers Goblin Gang Witch P.E.K.K.A Graveyard
Fireball
Archers Goblin Gang Witch
Poison
Archers Goblin Gang Witch Graveyard
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 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.

Graveyard

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Arrows Goblin Gang Giant Witch Graveyard P.E.K.K.A

Shortest cycle

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

11 Zap Archers Arrows Goblin Gang

Attack Synergies 8 12

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
Arrows Giant P.E.K.K.A Graveyard Archers Witch
Archers
Zap Arrows Giant P.E.K.K.A Graveyard
Arrows
Zap Giant P.E.K.K.A Graveyard Archers
Goblin Gang
Giant P.E.K.K.A
Giant
Zap Arrows Graveyard Archers Goblin Gang Witch
Witch
Zap Giant P.E.K.K.A Graveyard
P.E.K.K.A
Zap Arrows Archers Goblin Gang Witch Graveyard
Graveyard
Zap Arrows Giant Archers Witch P.E.K.K.A

Defense Synergies 0 10

Zap
Archers Arrows Goblin Gang Witch P.E.K.K.A
Archers
Zap Goblin Gang Witch P.E.K.K.A
Arrows
Zap P.E.K.K.A
Goblin Gang
Zap Archers P.E.K.K.A
Giant
Witch
Zap Archers
P.E.K.K.A
Zap Archers Arrows Goblin Gang
Graveyard

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
P.E.K.K.A Zap Goblin Gang Witch
Goblin Gang Witch P.E.K.K.A Archers
Witch P.E.K.K.A Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Zap Archers
Zap Archers Arrows Goblin Gang Witch
Zap Arrows P.E.K.K.A
Witch P.E.K.K.A Goblin Gang
Goblin Gang Archers
Archers Goblin Gang Witch Zap Arrows
Arrows Zap Archers Goblin Gang Witch
P.E.K.K.A Zap Goblin Gang Witch
Zap Arrows Goblin Gang Witch P.E.K.K.A
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A
Arrows Goblin Gang Witch P.E.K.K.A
Arrows Zap Archers Goblin Gang Witch
Zap Arrows Witch Archers
P.E.K.K.A
Goblin Gang Archers Arrows Witch P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Zap Archers Witch P.E.K.K.A
Zap Archers Arrows Goblin Gang
Goblin Gang P.E.K.K.A Zap Witch
Goblin Gang P.E.K.K.A Zap
P.E.K.K.A Goblin Gang Witch
Arrows Zap Archers Goblin Gang Witch
Goblin Gang P.E.K.K.A Archers Witch
P.E.K.K.A
Zap P.E.K.K.A Witch
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Witch
P.E.K.K.A Zap Arrows
P.E.K.K.A Goblin Gang Witch
Archers Witch
Goblin Gang Witch Zap Archers P.E.K.K.A
Arrows Zap Archers Witch P.E.K.K.A

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
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Zap Witch
Archers Arrows Witch
Arrows Zap
Arrows Zap
Goblin Gang
Zap Arrows
Zap Archers Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Zap Archers Arrows
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch
Zap Arrows Witch
Zap Arrows
Zap Archers Arrows Witch
Zap Witch
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Archers Goblin Gang Witch
Zap Archers Arrows Witch
Arrows
Goblin Gang
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Goblin Gang Witch
Zap Witch
Zap Witch

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