My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Witch Sparky

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

Punishments

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

Mini P.E.K.K.A

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 Mini 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.

Mini P.E.K.K.A

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
Guards Sparky
Giant Snowball
Cannon Guards Witch
Zap
Cannon Guards Witch Sparky
Barbarian Barrel
Knight Cannon Guards Witch Sparky
The Log
Cannon Mini P.E.K.K.A Guards Witch Sparky
Earthquake
Cannon Guards Witch
Arrows
Guards Witch
Royal Delivery
Knight Mini P.E.K.K.A Guards Witch Sparky
Fireball
Cannon Witch Sparky
Poison
Cannon Guards Witch Sparky
Lightning
Knight Cannon Mini P.E.K.K.A Witch Sparky
Rocket
Witch Sparky

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 Sparky

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 Mini P.E.K.K.A Guards Sparky

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

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 Knight Cannon Guards Fireball Mini P.E.K.K.A Witch Sparky

Shortest cycle

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

11 Zap Knight Cannon Guards

Attack Synergies 3 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.

Zap
Fireball Sparky Knight Mini P.E.K.K.A Guards Witch
Knight
Zap Fireball Witch Sparky
Cannon
Fireball
Zap Knight Sparky
Mini P.E.K.K.A
Sparky Zap
Guards
Zap
Witch
Zap Knight
Sparky
Zap Mini P.E.K.K.A Knight Fireball

Defense Synergies 4 18

Zap
Cannon Fireball Mini P.E.K.K.A Knight Guards Witch Sparky
Knight
Cannon Zap Fireball Mini P.E.K.K.A Witch Sparky
Cannon
Zap Knight Fireball Mini P.E.K.K.A Guards Witch Sparky
Fireball
Zap Knight Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Knight Cannon Fireball Guards Witch
Guards
Zap Cannon Mini P.E.K.K.A Witch Sparky
Witch
Zap Knight Cannon Mini P.E.K.K.A Guards
Sparky
Zap Knight Cannon Guards

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 Cannon Fireball Sparky
Mini P.E.K.K.A Sparky Zap Knight Cannon Witch
Cannon Mini P.E.K.K.A Witch Sparky Knight
Cannon Mini P.E.K.K.A Witch Sparky Knight Guards
Fireball Mini P.E.K.K.A Sparky
Fireball Zap Cannon Guards
Zap Cannon Fireball Witch
Zap Cannon Fireball Sparky
Cannon Mini P.E.K.K.A Witch Sparky
Knight Guards Cannon Mini P.E.K.K.A Sparky
Guards Witch Zap Knight Cannon Fireball
Zap Fireball Witch
Cannon Mini P.E.K.K.A Sparky Zap Knight Fireball Guards Witch
Fireball Sparky Zap Cannon Mini P.E.K.K.A Guards Witch
Mini P.E.K.K.A Sparky Knight Cannon
Zap Cannon Fireball Mini P.E.K.K.A Sparky
Sparky Knight Cannon Fireball Mini P.E.K.K.A Witch
Cannon Fireball Zap Knight Guards Witch
Zap Witch Knight Cannon Fireball Guards
Mini P.E.K.K.A Sparky Cannon
Knight Cannon Fireball Mini P.E.K.K.A Guards Witch Sparky

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards Zap Fireball Witch Sparky
Fireball Zap Knight Mini P.E.K.K.A
Guards Zap Knight Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A Guards Zap Knight Fireball Sparky
Knight Cannon Mini P.E.K.K.A Guards Witch Sparky
Fireball Zap Witch
Mini P.E.K.K.A Guards Sparky Knight Fireball Witch
Mini P.E.K.K.A Knight Sparky
Zap Knight Fireball Mini P.E.K.K.A Witch Sparky
Witch Cannon Guards Sparky
Knight Mini P.E.K.K.A Guards Witch Sparky
Zap Fireball Guards
Mini P.E.K.K.A Knight Cannon Fireball Guards Witch Sparky
Cannon Fireball Witch Sparky
Guards Witch Sparky Zap Knight Fireball Mini P.E.K.K.A
Zap Cannon Fireball Mini P.E.K.K.A Witch Sparky
Zap Cannon Fireball

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 Guards Sparky
Fireball Zap
Fireball Sparky
Knight Fireball Guards Sparky
Fireball Zap Sparky
Fireball Zap Witch
Witch Sparky
Fireball Zap
Fireball Zap
Fireball Mini P.E.K.K.A Guards Sparky
Zap Knight Fireball Sparky
Fireball Zap
Knight Fireball Sparky
Fireball
Zap Fireball Sparky
Zap Fireball Witch Sparky
Fireball Sparky
Fireball Sparky
Mini P.E.K.K.A Sparky
Zap Fireball Mini P.E.K.K.A Sparky
Zap Fireball Witch
Fireball Sparky
Fireball
Sparky
Zap Fireball
Zap Fireball Witch Sparky
Witch
Fireball Zap Witch Sparky
Fireball Zap Witch Sparky
Fireball Zap Sparky
Zap Fireball Witch Sparky
Zap Fireball Guards Witch
Fireball Mini P.E.K.K.A Sparky
Zap Fireball Sparky
Zap Fireball Sparky
Sparky
Fireball Sparky
Zap Fireball Guards Witch
Fireball Zap Witch
Fireball
Fireball Knight Mini P.E.K.K.A Sparky
Zap Fireball
Zap Fireball Sparky
Sparky
Zap Fireball Guards Witch Sparky
Zap Fireball Witch
Zap Fireball Witch Sparky
Sparky
Fireball Sparky

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