My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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!
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 Night 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.

Elixir Golem Wizard P.E.K.K.A Fisherman Night Witch Skeleton King

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Tornado

Punishments

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

Elixir Golem

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.

Elixir Golem P.E.K.K.A Skeleton King

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
Elixir Golem Fisherman Night Witch Skeleton King
Giant Snowball
Fisherman Night Witch Skeleton King
Zap
Fisherman Night Witch Skeleton King
Barbarian Barrel
Elixir Golem Wizard Night Witch Skeleton King
The Log
Elixir Golem Fisherman Skeleton King
Earthquake
Elixir Golem Skeleton King
Arrows
Night Witch Skeleton King
Royal Delivery
Elixir Golem Wizard P.E.K.K.A Fisherman Night Witch Skeleton King
Fireball
Elixir Golem Wizard Fisherman Night Witch Skeleton King
Poison
Elixir Golem Wizard Fisherman Night Witch Skeleton King
Lightning
Wizard Fisherman Night Witch Skeleton King
Rocket
Wizard Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Tornado Skeleton King

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 Elixir Golem Tornado P.E.K.K.A Night 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.

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.

Arrows Elixir Golem Tornado Fisherman Night Witch Skeleton King Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Elixir Golem Tornado Fisherman

Attack Synergies 4 9

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
P.E.K.K.A Elixir Golem Night Witch
Elixir Golem
Night Witch Arrows Wizard Tornado
Wizard
Tornado Elixir Golem P.E.K.K.A
Tornado
Wizard P.E.K.K.A Elixir Golem Night Witch
P.E.K.K.A
Arrows Tornado Wizard Fisherman Night Witch
Fisherman
P.E.K.K.A
Night Witch
Elixir Golem Arrows Tornado P.E.K.K.A Skeleton King
Skeleton King
Night Witch

Defense Synergies 2 7

Arrows
Tornado P.E.K.K.A
Elixir Golem
Wizard
Tornado P.E.K.K.A Skeleton King
Tornado
Wizard P.E.K.K.A Arrows Skeleton King
P.E.K.K.A
Tornado Arrows Wizard Fisherman
Fisherman
P.E.K.K.A Skeleton King
Night Witch
Skeleton King
Wizard Tornado Fisherman

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
P.E.K.K.A Fisherman Night Witch
Tornado P.E.K.K.A Fisherman Night Witch
P.E.K.K.A Night Witch Fisherman Skeleton King
Arrows Tornado P.E.K.K.A
Arrows Tornado Night Witch
Tornado Arrows Wizard Night Witch
Arrows P.E.K.K.A
P.E.K.K.A Tornado Fisherman Night Witch Skeleton King
Tornado Fisherman Night Witch
Arrows Wizard Tornado Fisherman Night Witch Skeleton King
Arrows Wizard Tornado Night Witch
P.E.K.K.A Night Witch Wizard
Wizard Arrows Tornado P.E.K.K.A Night Witch Skeleton King
P.E.K.K.A Skeleton King
Tornado P.E.K.K.A Fisherman
Wizard Arrows Tornado P.E.K.K.A Fisherman Night Witch
Arrows Wizard Tornado Fisherman Night Witch
Arrows Wizard Tornado Fisherman
P.E.K.K.A Tornado Fisherman
Wizard Arrows P.E.K.K.A Fisherman Night Witch
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A Fisherman
Arrows Wizard Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Tornado Fisherman Night Witch
P.E.K.K.A Fisherman Night Witch
Arrows Wizard Tornado
P.E.K.K.A Night Witch
P.E.K.K.A Fisherman
P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Tornado
P.E.K.K.A Wizard Night Witch Skeleton King
Wizard
Tornado P.E.K.K.A Fisherman Night Witch Skeleton King
Arrows Wizard P.E.K.K.A Skeleton King
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 Tornado Fisherman
Arrows
Arrows
Wizard Arrows
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado
Arrows Wizard Tornado Fisherman
Tornado Fisherman Night Witch
Arrows Wizard Tornado Fisherman
Arrows Wizard Tornado
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Wizard
Arrows Wizard
Arrows Tornado
Fisherman Night Witch
Arrows Wizard Fisherman
Arrows Wizard Tornado
Night Witch
Arrows Wizard Tornado
Tornado Fisherman
Arrows
Arrows Tornado Wizard
Fisherman
Arrows Wizard Tornado Fisherman
Arrows Wizard Tornado Fisherman
Arrows Tornado Fisherman
Arrows Wizard Tornado Night Witch
Wizard
Night Witch
Arrows Wizard Night Witch
Arrows
P.E.K.K.A
Arrows Wizard
Night Witch
Arrows Wizard Tornado
Arrows
Wizard
Arrows Wizard Skeleton King
Arrows Tornado
P.E.K.K.A
Tornado Skeleton King
Tornado
Tornado
P.E.K.K.A
Wizard

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