My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Witch Balloon 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.

Balloon

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 Balloon

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.

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

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

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mini P.E.K.K.A Skeleton Army 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 Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Fireball Mini P.E.K.K.A Electro Wizard Witch Balloon P.E.K.K.A

Shortest cycle

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

13 Zap Skeleton Army Fireball Mini P.E.K.K.A

Attack Synergies 5 6

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 Balloon P.E.K.K.A Electro Wizard Mini P.E.K.K.A Witch
Fireball
Zap Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard
Skeleton Army
Witch
Zap P.E.K.K.A
Balloon
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Witch
Electro Wizard
Zap P.E.K.K.A Fireball Mini P.E.K.K.A Balloon

Defense Synergies 4 10

Zap
Fireball Mini P.E.K.K.A Electro Wizard Skeleton Army Witch P.E.K.K.A
Fireball
Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Fireball Skeleton Army Witch
Skeleton Army
Zap Mini P.E.K.K.A Electro Wizard
Witch
Zap Mini P.E.K.K.A Electro Wizard
Balloon
P.E.K.K.A
Zap Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Fireball Skeleton Army 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 Fireball Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Witch Electro Wizard
Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A Electro Wizard
Fireball Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Fireball Skeleton Army Zap Electro Wizard
Electro Wizard Zap Fireball Witch
Zap Fireball P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Witch P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Electro Wizard
Skeleton Army Witch Electro Wizard Zap Fireball
Zap Fireball Witch Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Fireball Witch Electro Wizard
Fireball Skeleton Army Zap Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Zap Fireball Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Fireball Mini P.E.K.K.A Skeleton Army Witch P.E.K.K.A Electro Wizard
Fireball Zap Skeleton Army Witch Electro Wizard
Zap Witch Fireball Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Skeleton Army Fireball Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Skeleton Army Witch
Fireball Zap Witch Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Fireball Witch Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Electro Wizard Fireball Mini P.E.K.K.A Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Fireball Mini P.E.K.K.A P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Witch P.E.K.K.A Electro Wizard
Zap Fireball 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
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Zap Witch
Witch
Fireball Zap
Fireball Zap
Fireball Mini P.E.K.K.A Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Electro Wizard
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch Electro Wizard
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch Electro Wizard
Zap Electro Wizard Fireball Witch
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fireball Skeleton Army Witch
Fireball Zap Witch Electro Wizard
Fireball
Fireball Mini P.E.K.K.A 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
P.E.K.K.A
Fireball

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