My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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:

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AND/OR

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

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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

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.

Royal Giant Wizard Witch Prince P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Royal Giant Hog Rider

Damage spells

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

Rocket

Punishments

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

Royal Giant Hog Rider Prince Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Hog Rider Prince P.E.K.K.A Lumberjack

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.

Hog Rider Lumberjack

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
Royal Giant Hog Rider Prince
Giant Snowball
Hog Rider Witch Lumberjack
Zap
Royal Giant Witch Prince
Barbarian Barrel
Wizard Witch Lumberjack
The Log
Royal Giant Hog Rider Witch Prince Lumberjack
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Hog Rider Wizard Witch Prince P.E.K.K.A Lumberjack
Fireball
Hog Rider Wizard Witch Lumberjack
Poison
Wizard Witch
Lightning
Wizard Witch Prince Lumberjack
Rocket
Hog Rider Wizard Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Rocket Prince 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.

Royal Giant

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Hog Rider Lumberjack Wizard Witch Prince Royal Giant Rocket P.E.K.K.A

Shortest cycle

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

18 Hog Rider Lumberjack Wizard Witch

Attack Synergies 0 18

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.

Royal Giant
Hog Rider Wizard Rocket Witch Lumberjack
Hog Rider
Royal Giant Wizard Rocket Witch Prince Lumberjack
Wizard
Royal Giant Hog Rider Prince P.E.K.K.A Lumberjack
Rocket
Royal Giant Hog Rider
Witch
Royal Giant Hog Rider Prince P.E.K.K.A Lumberjack
Prince
Hog Rider Wizard Witch Lumberjack
P.E.K.K.A
Wizard Witch Lumberjack
Lumberjack
Royal Giant Hog Rider Wizard Witch Prince P.E.K.K.A

Defense Synergies 0 5

Royal Giant
Hog Rider
Wizard
Prince P.E.K.K.A Lumberjack
Rocket
Witch
Prince Lumberjack
Prince
Wizard Witch
P.E.K.K.A
Wizard
Lumberjack
Wizard Witch

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.

Rocket Wizard
P.E.K.K.A Lumberjack Witch Prince
Rocket Witch Prince P.E.K.K.A Lumberjack
Witch Prince P.E.K.K.A Lumberjack
Rocket Prince P.E.K.K.A Lumberjack
Lumberjack
Rocket Wizard Witch
Rocket P.E.K.K.A
Witch P.E.K.K.A Prince Lumberjack
Prince Lumberjack
Witch Wizard Lumberjack
Wizard Witch
Prince P.E.K.K.A Lumberjack Wizard Rocket Witch
Wizard Rocket Witch Prince P.E.K.K.A Lumberjack
P.E.K.K.A Prince Lumberjack
Rocket Prince P.E.K.K.A Lumberjack
Wizard Witch Prince P.E.K.K.A Lumberjack
Wizard Witch Prince Lumberjack
Wizard Witch Lumberjack
P.E.K.K.A Prince Lumberjack
Wizard Witch Prince P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch Prince P.E.K.K.A
Wizard Rocket Prince Lumberjack
P.E.K.K.A Lumberjack Rocket Witch Prince
Rocket Prince P.E.K.K.A Lumberjack
P.E.K.K.A Witch Prince Lumberjack
Wizard Rocket Witch
Rocket Prince P.E.K.K.A Witch Lumberjack
P.E.K.K.A Prince Lumberjack
Rocket P.E.K.K.A Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Witch Prince Lumberjack
Rocket P.E.K.K.A Prince
Rocket Prince P.E.K.K.A Wizard Witch Lumberjack
Wizard Witch
Witch Rocket Prince P.E.K.K.A Lumberjack
Wizard Witch P.E.K.K.A

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.)

Rocket
Rocket
Rocket Prince
Wizard Rocket
Wizard Rocket Witch
Wizard Witch
Wizard
Wizard
Rocket Prince Lumberjack
Rocket Wizard Prince
Wizard Rocket
Rocket
Rocket
Prince
Rocket Wizard Witch
Wizard Rocket
Rocket
Rocket
Rocket Wizard Prince
Rocket Wizard Witch
Rocket Prince
Rocket Wizard
Rocket Prince
Rocket
Wizard Witch
Witch
Wizard Witch
Wizard Witch Prince
Rocket
Wizard Witch
Rocket Wizard Witch
Wizard Rocket
Rocket
P.E.K.K.A Prince
Rocket Wizard
Rocket Witch Prince
Rocket Wizard Witch
Wizard Rocket Prince Lumberjack
Wizard
Rocket
Prince P.E.K.K.A
Rocket Witch
Rocket Witch
Rocket Witch Prince
Prince P.E.K.K.A
Wizard Rocket

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