My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

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 Giant Witch Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

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 Giant

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 Mini P.E.K.K.A Giant

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Mini P.E.K.K.A Sparky

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Mini P.E.K.K.A Electro Wizard Giant Witch Sparky

Shortest cycle

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

13 Archers Arrows Knight Mini P.E.K.K.A

Attack Synergies 6 12

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.

Archers
Knight Arrows Mini P.E.K.K.A Giant
Arrows
Giant Sparky Archers Knight Mini P.E.K.K.A
Knight
Archers Arrows Witch Electro Wizard Sparky
Mini P.E.K.K.A
Giant Sparky Archers Arrows Electro Wizard
Giant
Arrows Mini P.E.K.K.A Sparky Archers Witch Electro Wizard
Witch
Knight Giant
Electro Wizard
Knight Mini P.E.K.K.A Giant Sparky
Sparky
Arrows Mini P.E.K.K.A Giant Knight Electro Wizard

Defense Synergies 3 11

Archers
Knight Mini P.E.K.K.A Witch Electro Wizard
Arrows
Knight Mini P.E.K.K.A Sparky
Knight
Archers Electro Wizard Arrows Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A
Electro Wizard Archers Arrows Knight Witch
Giant
Witch
Archers Knight Mini P.E.K.K.A Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Archers Witch
Sparky
Arrows Knight

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 Electro Wizard Sparky
Mini P.E.K.K.A Sparky Knight Witch Electro Wizard
Mini P.E.K.K.A Witch Sparky Archers Knight Electro Wizard
Mini P.E.K.K.A Witch Sparky Knight Electro Wizard
Arrows Mini P.E.K.K.A Sparky
Arrows Archers Electro Wizard
Electro Wizard Archers Arrows Witch
Arrows Electro Wizard Sparky
Mini P.E.K.K.A Witch Sparky
Knight Archers Mini P.E.K.K.A Electro Wizard Sparky
Archers Witch Electro Wizard Arrows Knight
Arrows Archers Witch Electro Wizard
Mini P.E.K.K.A Sparky Knight Witch Electro Wizard
Sparky Arrows Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Sparky Knight Electro Wizard
Mini P.E.K.K.A Electro Wizard Sparky
Sparky Arrows Knight Mini P.E.K.K.A Witch Electro Wizard
Arrows Archers Knight Witch Electro Wizard
Arrows Witch Archers Knight Electro Wizard
Mini P.E.K.K.A Sparky Electro Wizard
Archers Arrows Knight Mini P.E.K.K.A Witch Electro Wizard 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 Archers Witch Electro Wizard Sparky
Electro Wizard Archers Arrows Knight Mini P.E.K.K.A
Knight Mini P.E.K.K.A Witch Electro Wizard Sparky
Mini P.E.K.K.A Knight Electro Wizard Sparky
Knight Mini P.E.K.K.A Witch Sparky
Arrows Archers Witch Electro Wizard
Mini P.E.K.K.A Sparky Archers Knight Witch Electro Wizard
Mini P.E.K.K.A Knight Sparky
Electro Wizard Knight Mini P.E.K.K.A Witch Sparky
Witch Sparky
Knight Mini P.E.K.K.A Witch Sparky
Arrows Electro Wizard
Mini P.E.K.K.A Knight Witch Sparky
Archers Witch Sparky
Witch Electro Wizard Sparky Archers Knight Mini P.E.K.K.A
Arrows Archers Mini P.E.K.K.A Witch Electro Wizard Sparky
Arrows 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.)

Arrows Knight Sparky
Arrows Electro Wizard
Arrows Sparky
Arrows Knight Sparky
Arrows Sparky
Arrows Witch
Archers Arrows Witch Sparky
Arrows
Arrows
Mini P.E.K.K.A Electro Wizard Sparky
Arrows Knight Electro Wizard Sparky
Archers Arrows
Knight Sparky
Arrows
Arrows Sparky
Arrows Witch Sparky
Arrows Sparky
Arrows Sparky
Mini P.E.K.K.A Sparky
Archers Arrows Mini P.E.K.K.A Electro Wizard Sparky
Arrows Witch
Sparky
Arrows
Sparky
Arrows
Arrows Witch Sparky
Witch
Arrows Witch Electro Wizard Sparky
Arrows Witch Sparky
Arrows Sparky
Archers Arrows Witch Electro Wizard Sparky
Electro Wizard Witch
Mini P.E.K.K.A Sparky
Arrows Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Electro Wizard Archers Witch
Archers Arrows Witch Electro Wizard
Arrows
Knight Mini P.E.K.K.A Electro Wizard Sparky
Arrows
Arrows Sparky
Sparky
Witch Electro Wizard Sparky
Witch Electro Wizard
Witch Electro Wizard Sparky
Sparky
Sparky

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