My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer 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.

Knight Musketeer Wizard Witch P.E.K.K.A

Offensive cards

Win conditions

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

Missing

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.

Elite Barbarians

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.

Knight Elite Barbarians 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.

Elite Barbarians

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
Elite Barbarians
Giant Snowball
Musketeer Witch
Zap
Witch
Barbarian Barrel
Knight Elite Barbarians Musketeer Wizard Witch
The Log
Elite Barbarians Musketeer Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Elite Barbarians Musketeer Wizard Witch P.E.K.K.A
Fireball
Elite Barbarians Musketeer Wizard Witch
Poison
Musketeer Wizard Witch
Lightning
Knight Elite Barbarians Musketeer Wizard Witch
Rocket
Elite Barbarians Musketeer Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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 Knight 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.

Elite Barbarians

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.

Musketeer 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Musketeer Wizard Witch Elite Barbarians P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Knight Musketeer

Attack Synergies 6 11

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 Elite Barbarians P.E.K.K.A Knight Musketeer Witch
Arrows
Zap Elite Barbarians P.E.K.K.A Knight
Knight
Musketeer Zap Arrows Elite Barbarians Wizard Witch
Elite Barbarians
Zap Arrows Knight Wizard
Musketeer
Knight Zap P.E.K.K.A
Wizard
Knight Elite Barbarians P.E.K.K.A
Witch
Zap Knight P.E.K.K.A
P.E.K.K.A
Zap Arrows Musketeer Wizard Witch

Defense Synergies 1 13

Zap
Arrows Knight Elite Barbarians Musketeer Witch P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Musketeer Zap Arrows Wizard Witch
Elite Barbarians
Zap Wizard
Musketeer
Knight Zap P.E.K.K.A
Wizard
Knight Elite Barbarians P.E.K.K.A
Witch
Zap Knight
P.E.K.K.A
Zap Arrows Musketeer Wizard

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 Knight Musketeer Wizard
Elite Barbarians P.E.K.K.A Zap Knight Musketeer Witch
Witch P.E.K.K.A Knight Elite Barbarians Musketeer
Elite Barbarians Witch P.E.K.K.A Knight Musketeer
Arrows Elite Barbarians P.E.K.K.A
Arrows Zap Musketeer
Musketeer Zap Arrows Wizard Witch
Zap Arrows Musketeer P.E.K.K.A
Witch P.E.K.K.A Elite Barbarians Musketeer
Knight Elite Barbarians Musketeer
Witch Zap Arrows Knight Musketeer Wizard
Arrows Musketeer Zap Wizard Witch
P.E.K.K.A Zap Knight Elite Barbarians Musketeer Wizard Witch
Wizard Zap Arrows Witch P.E.K.K.A
Elite Barbarians P.E.K.K.A Knight
Zap Elite Barbarians P.E.K.K.A
Wizard Arrows Knight Elite Barbarians Musketeer Witch P.E.K.K.A
Arrows Zap Knight Elite Barbarians Musketeer Wizard Witch
Zap Arrows Wizard Witch Knight Musketeer
P.E.K.K.A Elite Barbarians Musketeer
Wizard Arrows Knight Elite Barbarians Musketeer Witch P.E.K.K.A
P.E.K.K.A Elite Barbarians

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Witch P.E.K.K.A
Zap Arrows Knight Elite Barbarians Musketeer Wizard
P.E.K.K.A Zap Knight Elite Barbarians Musketeer Witch
P.E.K.K.A Zap Knight Elite Barbarians Musketeer
P.E.K.K.A Knight Elite Barbarians Musketeer Witch
Arrows Wizard Zap Musketeer Witch
P.E.K.K.A Knight Elite Barbarians Musketeer Witch
P.E.K.K.A Knight Elite Barbarians
Zap P.E.K.K.A Knight Elite Barbarians Witch
Witch P.E.K.K.A Musketeer
P.E.K.K.A Knight Elite Barbarians Musketeer Witch
P.E.K.K.A Zap Arrows Elite Barbarians
Elite Barbarians P.E.K.K.A Knight Wizard Witch
Wizard Musketeer Witch
Elite Barbarians Witch Zap Knight Musketeer P.E.K.K.A
Arrows Zap Elite Barbarians Musketeer Wizard Witch P.E.K.K.A
Zap 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 Knight Musketeer
Arrows Zap Musketeer
Arrows
Arrows Knight Musketeer
Wizard Zap Arrows
Arrows Wizard Zap Musketeer Witch
Arrows Musketeer Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Elite Barbarians Musketeer
Zap Arrows Knight Musketeer Wizard
Zap Arrows Musketeer Wizard
Knight Elite Barbarians Musketeer
Arrows Musketeer
Zap Arrows Elite Barbarians Musketeer
Zap Arrows Musketeer Wizard Witch
Arrows Musketeer Wizard
Arrows
Zap Arrows Musketeer Wizard
Zap Arrows Wizard Witch
Musketeer
Arrows Wizard
Musketeer
Zap Arrows Musketeer
Zap Arrows Wizard Witch
Witch
Arrows Zap Musketeer Wizard Witch
Zap Arrows Musketeer Wizard Witch
Zap Arrows Musketeer
Elite Barbarians Zap Arrows Musketeer Wizard Witch
Zap Musketeer Wizard Witch
Elite Barbarians
Zap Arrows Musketeer Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Musketeer Witch
Zap Arrows Musketeer Wizard Witch
Arrows
Knight Musketeer Wizard
Arrows Zap Musketeer Wizard
Zap Arrows
Elite Barbarians Musketeer P.E.K.K.A
Zap Elite Barbarians Musketeer Witch
Zap Musketeer Witch
Zap Musketeer Witch
P.E.K.K.A
Wizard

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