My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

Archers Knight 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 Fireball Rage

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.

Knight 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
Archers
Giant Snowball
Archers Witch
Zap
Archers Witch
Barbarian Barrel
Archers Knight Witch Electro Wizard
The Log
Archers Witch
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Knight Witch P.E.K.K.A Electro Wizard
Fireball
Archers Witch Electro Wizard
Poison
Archers Witch Electro Wizard
Lightning
Knight Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Knight Rage 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.

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Archers Knight Fireball Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

10 Zap Rage Archers Knight

Attack Synergies 6 10

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 P.E.K.K.A Electro Wizard Archers Knight Witch
Archers
Knight Zap P.E.K.K.A
Knight
Archers Zap Fireball Witch Electro Wizard
Fireball
Zap Knight Electro Wizard
Rage
Witch Electro Wizard
Witch
Rage Zap Knight P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Archers Witch
Electro Wizard
Zap P.E.K.K.A Knight Fireball Rage

Defense Synergies 4 12

Zap
Fireball Electro Wizard Archers Knight Witch P.E.K.K.A
Archers
Knight Zap Witch P.E.K.K.A Electro Wizard
Knight
Archers Electro Wizard Zap Fireball Witch
Fireball
Zap Knight Electro Wizard
Rage
Witch
Zap Archers Knight Electro Wizard
P.E.K.K.A
Zap Archers Electro Wizard
Electro Wizard
Zap Knight Archers Fireball Witch 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 Knight Fireball Electro Wizard
P.E.K.K.A Zap Knight Witch Electro Wizard
Witch P.E.K.K.A Archers Knight Electro Wizard
Witch P.E.K.K.A Knight Electro Wizard
Fireball P.E.K.K.A
Fireball Zap Archers Electro Wizard
Electro Wizard Zap Archers Fireball Witch
Zap Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Knight Archers Electro Wizard
Archers Witch Electro Wizard Zap Knight Fireball
Zap Archers Fireball Witch Electro Wizard
P.E.K.K.A Zap Knight Fireball Witch Electro Wizard
Fireball Zap Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Knight Fireball Witch P.E.K.K.A Electro Wizard
Fireball Zap Archers Knight Witch Electro Wizard
Zap Witch Archers Knight Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Archers Knight Fireball Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Zap Archers Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Archers Knight
P.E.K.K.A Zap Knight Witch Electro Wizard
P.E.K.K.A Zap Knight Fireball Electro Wizard
P.E.K.K.A Knight Witch
Fireball Zap Archers Witch Electro Wizard
P.E.K.K.A Archers Knight Fireball Witch Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Witch
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Knight Fireball Witch
Archers Fireball Witch
Witch Electro Wizard Zap Archers Knight Fireball P.E.K.K.A
Zap Archers Fireball Witch P.E.K.K.A 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.)

Fireball Knight
Fireball Zap Electro Wizard
Fireball
Knight Fireball
Fireball Zap
Fireball Zap Witch
Archers Witch
Fireball Zap
Fireball Zap
Fireball Electro Wizard
Zap Knight Fireball Electro Wizard
Fireball Zap Archers
Knight Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Archers Fireball Electro Wizard
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch Electro Wizard
Fireball Zap Witch
Fireball Zap
Zap Archers Fireball Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Archers Fireball Witch
Fireball Zap Archers Witch Electro Wizard
Fireball
Fireball Knight Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard

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