My Best Clash Royale Deck

Deck Check Rating

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

6 warnings Why?

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Inferno Dragon

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.

Battle Ram Wizard Witch Golem Inferno Dragon

Offensive cards

Win conditions

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

Battle Ram Golem

Damage spells

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

Arrows

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 Battle Ram

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.

Barbarians Mini P.E.K.K.A Battle Ram Golem

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 Golem

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
Battle Ram Inferno Dragon
Giant Snowball
Barbarians Battle Ram Witch Inferno Dragon
Zap
Battle Ram Witch Inferno Dragon
Barbarian Barrel
Barbarians Battle Ram Wizard Witch
The Log
Barbarians Mini P.E.K.K.A Battle Ram Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Mini P.E.K.K.A Battle Ram Wizard Witch Inferno Dragon
Fireball
Barbarians Battle Ram Wizard Witch Inferno Dragon
Poison
Barbarians Wizard Witch
Lightning
Mini P.E.K.K.A Battle Ram Wizard Witch Inferno Dragon
Rocket
Barbarians Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mini P.E.K.K.A Battle Ram Golem Inferno Dragon

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Mini P.E.K.K.A Battle Ram Inferno Dragon Barbarians Wizard Witch Golem

Shortest cycle

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

15 Arrows Mini P.E.K.K.A Battle Ram Inferno Dragon

Attack Synergies 1 7

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.

Arrows
Golem Mini P.E.K.K.A Battle Ram
Barbarians
Mini P.E.K.K.A
Arrows Wizard Golem
Battle Ram
Arrows Witch
Wizard
Mini P.E.K.K.A Golem
Witch
Battle Ram Golem
Golem
Arrows Mini P.E.K.K.A Wizard Witch
Inferno Dragon

Defense Synergies 0 4

Arrows
Barbarians Mini P.E.K.K.A
Barbarians
Arrows
Mini P.E.K.K.A
Arrows Wizard Witch
Battle Ram
Wizard
Mini P.E.K.K.A
Witch
Mini P.E.K.K.A
Golem
Inferno Dragon

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.

Wizard
Barbarians Mini P.E.K.K.A Inferno Dragon Witch
Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Arrows Barbarians Mini P.E.K.K.A
Arrows
Inferno Dragon Arrows Wizard Witch
Arrows Barbarians
Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Barbarians Mini P.E.K.K.A
Barbarians Witch Arrows Wizard
Arrows Inferno Dragon Wizard Witch
Barbarians Mini P.E.K.K.A Wizard Witch
Wizard Arrows Barbarians Mini P.E.K.K.A Witch
Barbarians Mini P.E.K.K.A Inferno Dragon
Barbarians Mini P.E.K.K.A Inferno Dragon
Barbarians Wizard Arrows Mini P.E.K.K.A Witch
Arrows Barbarians Wizard Witch
Arrows Wizard Witch Barbarians Inferno Dragon
Barbarians Mini P.E.K.K.A Inferno Dragon
Wizard Arrows Barbarians Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Witch
Arrows Mini P.E.K.K.A Wizard Inferno Dragon
Barbarians Mini P.E.K.K.A Witch
Mini P.E.K.K.A Barbarians
Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Arrows Wizard Witch
Mini P.E.K.K.A Barbarians Witch
Mini P.E.K.K.A Barbarians Inferno Dragon
Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Witch Barbarians Inferno Dragon
Inferno Dragon Barbarians Mini P.E.K.K.A Witch
Arrows Barbarians
Barbarians Mini P.E.K.K.A Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Mini P.E.K.K.A Inferno Dragon
Arrows Barbarians Mini P.E.K.K.A Wizard Witch Inferno Dragon
Arrows

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
Arrows
Arrows Barbarians
Wizard Arrows
Arrows Wizard Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard Witch
Arrows Wizard
Arrows Barbarians
Arrows Wizard Witch
Witch Inferno Dragon
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Arrows Wizard Witch
Wizard Witch
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Barbarians Witch
Arrows Wizard Witch
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Witch
Witch
Witch
Inferno Dragon
Wizard

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