My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 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:

Let's fix it!

AND/OR

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

Let's fix it!

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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies 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 Zappies Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Royal Hogs

Damage spells

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

Arrows Rage Lightning

Punishments

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

Royal Giant Royal Hogs

Pump responses

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

Lightning

Dropped at the bridge

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

Royal Giant Royal Hogs 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.

Royal Hogs

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 Royal Hogs
Giant Snowball
Zappies Royal Hogs Witch
Zap
Royal Giant Zappies Royal Hogs Witch
Barbarian Barrel
Zappies Royal Hogs Witch
The Log
Royal Giant Zappies Royal Hogs Witch
Earthquake
Zappies Royal Hogs Witch
Arrows
Zappies Royal Hogs Witch
Royal Delivery
Zappies Royal Hogs Witch P.E.K.K.A
Fireball
Zappies Royal Hogs Witch
Poison
Zappies Royal Hogs Witch
Lightning
Witch
Rocket
Royal Hogs Witch

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

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 Rage 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Zappies Royal Hogs Witch Royal Giant Lightning P.E.K.K.A

Shortest cycle

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

14 Rage Arrows Zappies Royal Hogs

Attack Synergies 5 8

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
Royal Giant Royal Hogs P.E.K.K.A Lightning
Royal Giant
Arrows Lightning Zappies Witch
Zappies
Royal Giant Royal Hogs Rage P.E.K.K.A
Royal Hogs
Arrows Zappies Lightning
Rage
Witch Zappies
Witch
Rage Royal Giant P.E.K.K.A
Lightning
Royal Giant Arrows Royal Hogs
P.E.K.K.A
Arrows Zappies Witch

Defense Synergies 0 3

Arrows
Lightning P.E.K.K.A
Royal Giant
Zappies
P.E.K.K.A
Royal Hogs
Rage
Witch
Lightning
Arrows
P.E.K.K.A
Arrows Zappies

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.

Lightning Zappies
P.E.K.K.A Zappies Witch
Witch P.E.K.K.A Zappies Lightning
Witch P.E.K.K.A Zappies
Lightning Arrows P.E.K.K.A
Arrows Zappies
Lightning Arrows Zappies Witch
Lightning Arrows P.E.K.K.A
Zappies Witch P.E.K.K.A
Zappies
Witch Arrows Zappies
Arrows Zappies Witch
P.E.K.K.A Zappies Witch Lightning
Arrows Zappies Witch P.E.K.K.A
P.E.K.K.A Zappies
Zappies Lightning P.E.K.K.A
Arrows Zappies Witch P.E.K.K.A
Arrows Zappies Witch
Arrows Witch Zappies
P.E.K.K.A Zappies
Arrows Zappies Witch P.E.K.K.A

Counters to secondary win conditions

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

Zappies Witch P.E.K.K.A
Arrows Lightning
Zappies P.E.K.K.A Witch Lightning
Lightning P.E.K.K.A Zappies
P.E.K.K.A Zappies Witch
Arrows Zappies Witch
P.E.K.K.A Zappies Witch Lightning
P.E.K.K.A Zappies
Lightning P.E.K.K.A Zappies Witch
Witch P.E.K.K.A Zappies
P.E.K.K.A Zappies Witch
Lightning P.E.K.K.A Arrows
Lightning P.E.K.K.A Zappies Witch
Zappies Witch
Zappies Witch Lightning P.E.K.K.A
Arrows Zappies Witch P.E.K.K.A
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.)

Lightning Arrows
Arrows
Lightning Arrows
Lightning Arrows
Arrows
Arrows Witch
Arrows Witch
Arrows Lightning
Arrows Lightning
Lightning
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows Witch
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows Witch
Lightning
Lightning Arrows
Lightning
Lightning Arrows
Arrows Witch
Witch
Arrows Witch Lightning
Lightning Arrows Witch
Lightning Arrows
Lightning Arrows Witch
Lightning Zappies Witch
Lightning
Lightning Arrows
Lightning Arrows Zappies
P.E.K.K.A
Arrows Lightning
Lightning Zappies Witch
Lightning Arrows Zappies Witch
Arrows
Lightning
Arrows Lightning
Lightning Arrows
P.E.K.K.A
Zappies Witch Lightning
Zappies Witch Lightning
Lightning Witch
P.E.K.K.A
Lightning

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