My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Dart Goblin Baby Dragon Hunter 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.

Knight Baby Dragon Hunter 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.

Missing

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.

Knight Barbarians Dart Goblin Baby Dragon 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
Giant Snowball
Barbarians Dart Goblin Baby Dragon Witch
Zap
Dart Goblin Witch
Barbarian Barrel
Knight Barbarians Dart Goblin Hunter Witch Electro Wizard
The Log
Barbarians Dart Goblin Hunter Witch
Earthquake
Barbarians Witch
Arrows
Dart Goblin Witch
Royal Delivery
Knight Barbarians Dart Goblin Baby Dragon Hunter Witch P.E.K.K.A Electro Wizard
Fireball
Barbarians Dart Goblin Baby Dragon Hunter Witch Electro Wizard
Poison
Barbarians Dart Goblin Hunter Witch Electro Wizard
Lightning
Knight Baby Dragon Hunter Witch Electro Wizard
Rocket
Barbarians Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Hunter

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 Baby Dragon 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.

Barbarians Dart Goblin 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Dart Goblin Baby Dragon Hunter Electro Wizard Barbarians Witch P.E.K.K.A

Shortest cycle

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

14 Knight Dart Goblin Baby Dragon Hunter

Attack Synergies 3 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.

Knight
Dart Goblin Baby Dragon Hunter Witch Electro Wizard
Barbarians
Dart Goblin
Knight Baby Dragon P.E.K.K.A
Baby Dragon
Knight Dart Goblin Witch P.E.K.K.A Electro Wizard
Hunter
Knight P.E.K.K.A
Witch
Knight Baby Dragon P.E.K.K.A
P.E.K.K.A
Electro Wizard Dart Goblin Baby Dragon Hunter Witch
Electro Wizard
P.E.K.K.A Knight Baby Dragon

Defense Synergies 3 12

Knight
Dart Goblin Hunter Electro Wizard Baby Dragon Witch
Barbarians
Dart Goblin
Knight Baby Dragon Hunter P.E.K.K.A Electro Wizard
Baby Dragon
Knight Dart Goblin Witch P.E.K.K.A
Hunter
Knight Dart Goblin P.E.K.K.A Electro Wizard
Witch
Knight Baby Dragon Electro Wizard
P.E.K.K.A
Dart Goblin Baby Dragon Hunter Electro Wizard
Electro Wizard
Knight Dart Goblin Hunter 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.

Knight Dart Goblin Baby Dragon Electro Wizard
Barbarians Hunter P.E.K.K.A Knight Dart Goblin Witch Electro Wizard
Barbarians Hunter Witch P.E.K.K.A Knight Dart Goblin Electro Wizard
Barbarians Hunter Witch P.E.K.K.A Knight Dart Goblin Electro Wizard
Barbarians P.E.K.K.A
Dart Goblin Baby Dragon Hunter Electro Wizard
Dart Goblin Hunter Electro Wizard Baby Dragon Witch
Barbarians Dart Goblin Baby Dragon P.E.K.K.A Electro Wizard
Barbarians Hunter Witch P.E.K.K.A
Knight Barbarians Dart Goblin Hunter Electro Wizard
Barbarians Dart Goblin Witch Electro Wizard Knight Baby Dragon Hunter
Hunter Dart Goblin Baby Dragon Witch Electro Wizard
Barbarians Hunter P.E.K.K.A Knight Witch Electro Wizard
Barbarians Dart Goblin Baby Dragon Hunter Witch P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Knight Hunter Electro Wizard
Barbarians Hunter P.E.K.K.A Electro Wizard
Barbarians Knight Hunter Witch P.E.K.K.A Electro Wizard
Knight Barbarians Dart Goblin Baby Dragon Hunter Witch Electro Wizard
Baby Dragon Hunter Witch Knight Barbarians Dart Goblin Electro Wizard
Barbarians P.E.K.K.A Dart Goblin Hunter Electro Wizard
Knight Barbarians Dart Goblin Baby Dragon Hunter Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Knight Barbarians Witch P.E.K.K.A Electro Wizard
Electro Wizard Knight Baby Dragon Hunter
Barbarians P.E.K.K.A Knight Hunter Witch Electro Wizard
Hunter P.E.K.K.A Knight Barbarians Electro Wizard
Barbarians P.E.K.K.A Knight Hunter Witch
Dart Goblin Baby Dragon Hunter Witch Electro Wizard
P.E.K.K.A Knight Barbarians Dart Goblin Hunter Witch Electro Wizard
P.E.K.K.A Knight Barbarians Hunter
P.E.K.K.A Electro Wizard Knight Barbarians Baby Dragon Witch
Witch P.E.K.K.A Barbarians Dart Goblin
P.E.K.K.A Knight Barbarians Dart Goblin Hunter Witch
P.E.K.K.A Barbarians Electro Wizard
Barbarians P.E.K.K.A Knight Hunter Witch
Barbarians Dart Goblin Baby Dragon Witch
Barbarians Witch Electro Wizard Knight Dart Goblin Baby Dragon Hunter P.E.K.K.A
Barbarians Dart Goblin Baby Dragon Hunter Witch P.E.K.K.A Electro Wizard
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.)

Knight Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Electro Wizard
Dart Goblin Baby Dragon
Knight Barbarians Dart Goblin
Baby Dragon
Dart Goblin Baby Dragon Hunter Witch
Dart Goblin Baby Dragon Witch
Dart Goblin Baby Dragon Hunter
Dart Goblin
Electro Wizard
Knight Dart Goblin Electro Wizard
Dart Goblin Baby Dragon
Knight Dart Goblin Baby Dragon Hunter
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Hunter Witch
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Hunter Electro Wizard
Dart Goblin Baby Dragon Witch
Baby Dragon
Barbarians Baby Dragon
Baby Dragon Hunter Witch
Witch
Dart Goblin Baby Dragon Hunter Witch Electro Wizard
Baby Dragon Witch
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Hunter Witch Electro Wizard
Electro Wizard Dart Goblin Witch
Dart Goblin Hunter
Electro Wizard
P.E.K.K.A
Electro Wizard Barbarians Dart Goblin Witch
Dart Goblin Baby Dragon Hunter Witch Electro Wizard
Knight Dart Goblin Baby Dragon Hunter Electro Wizard
Dart Goblin Baby Dragon
Dart Goblin P.E.K.K.A
Dart Goblin Baby Dragon Witch Electro Wizard
Dart Goblin Witch Electro Wizard
Dart Goblin Baby Dragon Witch Electro Wizard
P.E.K.K.A
Dart Goblin

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