My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard Mother 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.

Firecracker Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Mother Witch

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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.

Firecracker Royal Ghost 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
Battle Ram
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram
Barbarian Barrel
Firecracker Battle Ram Royal Ghost Electro Wizard
The Log
Firecracker Battle Ram
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Mother Witch
Fireball
Firecracker Battle Ram Electro Wizard Mother Witch
Poison
Firecracker Electro Wizard Mother Witch
Lightning
Battle Ram Electro Wizard Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Royal Ghost

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 Battle Ram P.E.K.K.A Royal Ghost Mother Witch

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Firecracker Royal Ghost Battle Ram Electro Wizard Mother Witch P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Firecracker Royal Ghost

Attack Synergies 7 13

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
Arrows Firecracker Battle Ram P.E.K.K.A Electro Wizard Royal Ghost Mother Witch
Arrows
Zap P.E.K.K.A Battle Ram Mother Witch
Firecracker
Zap Battle Ram P.E.K.K.A
Battle Ram
Zap Arrows Firecracker P.E.K.K.A Royal Ghost Electro Wizard Mother Witch
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker Battle Ram Mother Witch
Royal Ghost
Zap Battle Ram Electro Wizard Mother Witch
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost
Mother Witch
Zap Arrows Battle Ram P.E.K.K.A Royal Ghost

Defense Synergies 1 12

Zap
Electro Wizard Arrows Firecracker P.E.K.K.A Royal Ghost Mother Witch
Arrows
Zap P.E.K.K.A Mother Witch
Firecracker
Zap P.E.K.K.A Electro Wizard
Battle Ram
P.E.K.K.A
Zap Arrows Firecracker Electro Wizard
Royal Ghost
Zap Electro Wizard Mother Witch
Electro Wizard
Zap Firecracker P.E.K.K.A Royal Ghost
Mother Witch
Zap Arrows Royal Ghost

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 Firecracker Electro Wizard
P.E.K.K.A Zap Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Zap Firecracker Royal Ghost Electro Wizard Mother Witch
Electro Wizard Zap Arrows Firecracker
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Firecracker Royal Ghost Electro Wizard
Electro Wizard Mother Witch Zap Arrows Firecracker Royal Ghost
Arrows Zap Firecracker Electro Wizard
P.E.K.K.A Zap Electro Wizard
Zap Arrows Firecracker P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Zap Firecracker Royal Ghost Electro Wizard
Zap Arrows Firecracker Royal Ghost Electro Wizard Mother Witch
P.E.K.K.A Electro Wizard
Royal Ghost Arrows Firecracker P.E.K.K.A Electro Wizard Mother Witch

Counters to secondary win conditions

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

Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Firecracker Royal Ghost
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A
Arrows Firecracker Mother Witch Zap Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Zap Firecracker P.E.K.K.A
Arrows Zap Firecracker P.E.K.K.A Royal Ghost Electro Wizard Mother Witch
Zap 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 Firecracker Royal Ghost
Arrows Firecracker Zap Royal Ghost Electro Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mother Witch Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Electro Wizard
Firecracker Zap Arrows Electro Wizard
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Zap Arrows Firecracker Electro Wizard
Zap Arrows Firecracker Mother Witch
Arrows
Zap Arrows
Zap Arrows Firecracker Mother Witch
Arrows Firecracker Zap Royal Ghost Electro Wizard
Zap Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Electro Wizard Mother Witch
Zap Electro Wizard Firecracker
Zap Arrows
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard
Zap Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Royal Ghost Electro Wizard
P.E.K.K.A
Firecracker

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