My Best Clash Royale Deck

Deck Check Rating

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

2 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.

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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.

Bomber Wizard Witch Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rage

Punishments

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

Balloon

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.

Balloon 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.

Balloon

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 Clone Balloon
Giant Snowball
Bomber Clone Witch Balloon
Zap
Bomber Clone Witch Balloon
Barbarian Barrel
Bomber Wizard Clone Witch
The Log
Bomber Clone Witch
Earthquake
Bomber Clone Witch
Arrows
Bomber Clone Witch
Royal Delivery
Bomber Wizard Clone Witch Balloon P.E.K.K.A
Fireball
Bomber Wizard Clone Witch Balloon
Poison
Bomber Wizard Clone Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Wizard Witch Balloon

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.

Bomber Zap Wizard

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.

Rage Clone 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Rage Clone Wizard Witch Balloon P.E.K.K.A

Shortest cycle

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

9 Bomber Zap Rage Clone

Attack Synergies 5 8

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
Zap P.E.K.K.A
Zap
Balloon P.E.K.K.A Bomber Witch
Wizard
Rage Balloon P.E.K.K.A
Rage
Witch Balloon Wizard
Clone
Balloon Witch
Witch
Rage Zap Clone P.E.K.K.A
Balloon
Zap Rage Clone Wizard
P.E.K.K.A
Zap Bomber Wizard Witch

Defense Synergies 0 5

Bomber
Zap P.E.K.K.A
Zap
Bomber Witch P.E.K.K.A
Wizard
P.E.K.K.A
Rage
Clone
Witch
Zap
Balloon
P.E.K.K.A
Bomber Zap 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 Zap Wizard
P.E.K.K.A Bomber Zap Witch
Witch P.E.K.K.A Bomber
Witch P.E.K.K.A Bomber
Bomber P.E.K.K.A
Bomber Zap
Zap Wizard Witch
Zap P.E.K.K.A
Witch P.E.K.K.A
Bomber
Witch Bomber Zap Wizard
Zap Wizard Witch
P.E.K.K.A Bomber Zap Wizard Witch
Bomber Wizard Zap Witch P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A
Wizard Bomber Witch P.E.K.K.A
Bomber Zap Wizard Witch
Zap Wizard Witch Bomber
P.E.K.K.A
Bomber Wizard Witch P.E.K.K.A

Counters to secondary win conditions

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

Zap Witch P.E.K.K.A
Bomber Zap Wizard
P.E.K.K.A Zap Witch
P.E.K.K.A Zap
P.E.K.K.A Witch
Wizard Zap Witch
P.E.K.K.A Witch
P.E.K.K.A
Zap P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A Zap
P.E.K.K.A Wizard Witch
Wizard Bomber Witch
Witch Bomber Zap P.E.K.K.A
Bomber Zap Wizard 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.)

Zap
Bomber Wizard Zap
Wizard Zap Witch
Bomber Wizard Witch
Zap Wizard
Zap Wizard
Zap Wizard
Zap Wizard
Zap
Bomber Zap Wizard Witch
Wizard
Bomber
Bomber Zap Wizard
Bomber Zap Wizard Witch
Wizard
Zap
Zap Bomber Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Wizard Witch
Zap Wizard Witch
Bomber Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Witch
Zap Wizard Witch
Wizard
Bomber Zap Wizard
Zap
P.E.K.K.A
Zap Witch
Zap Witch
Zap Witch

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