My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Bad

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 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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Archers 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.

Archers Knight Wizard Rune Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Void

Pump responses

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

Void

Dropped at the bridge

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

Knight Rune Giant 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.

Goblin Machine

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Goblin Machine

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.

Knight Rune Giant P.E.K.K.A Goblin Machine

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.

Archers Knight Void Rune Giant Wizard Witch Goblin Machine P.E.K.K.A

Shortest cycle

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

13 Archers Knight Void Rune Giant

Attack Synergies 1 6

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.

Archers
Knight Rune Giant P.E.K.K.A
Knight
Archers Wizard Witch
Wizard
Knight P.E.K.K.A
Void
Rune Giant
Archers
Witch
Knight P.E.K.K.A
P.E.K.K.A
Archers Wizard Witch
Goblin Machine

Defense Synergies 1 5

Archers
Knight Witch P.E.K.K.A
Knight
Archers Wizard Witch
Wizard
Knight P.E.K.K.A
Void
Rune Giant
Witch
Archers Knight
P.E.K.K.A
Archers Wizard
Goblin Machine

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.

Knight Wizard Void
P.E.K.K.A Knight Witch
Witch P.E.K.K.A Archers Knight Void
Witch P.E.K.K.A Knight
P.E.K.K.A
Archers
Archers Wizard Void Witch
Void P.E.K.K.A
Witch P.E.K.K.A
Knight Archers
Archers Witch Knight Wizard
Archers Wizard Witch
P.E.K.K.A Knight Wizard Witch
Wizard Witch P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A
Wizard Knight Witch P.E.K.K.A
Archers Knight Wizard Witch
Wizard Witch Archers Knight
P.E.K.K.A
Wizard Archers Knight Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Archers Void Witch P.E.K.K.A
Void Archers Knight Wizard
P.E.K.K.A Knight Witch
P.E.K.K.A Knight
P.E.K.K.A Knight Witch
Wizard Archers Witch
P.E.K.K.A Archers Knight Void Witch
P.E.K.K.A Knight
Void P.E.K.K.A Knight Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Witch
P.E.K.K.A Void
P.E.K.K.A Knight Wizard Witch
Wizard Archers Witch
Witch Archers Knight P.E.K.K.A
Archers Wizard Witch P.E.K.K.A
Void

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.)

Void Knight
Void
Void
Knight Void
Wizard
Wizard Witch Goblin Machine
Archers Wizard Witch
Wizard
Void Wizard
Void
Void Knight Wizard Goblin Machine
Void Archers Wizard
Knight Void
Void
Wizard Witch
Wizard
Void Archers Wizard Goblin Machine
Wizard Void Witch Goblin Machine
Void
Wizard Void
Void
Void
Wizard Witch Goblin Machine
Witch
Void Wizard Witch
Void Wizard Witch
Void
Archers Wizard Void Witch
Wizard Void Witch
Void
Void Wizard
Void
P.E.K.K.A
Wizard
Archers Void Witch
Archers Wizard Witch
Void Knight Wizard
Wizard
Void
P.E.K.K.A
Witch
Void Witch
Void Witch
P.E.K.K.A
Wizard Void
Void

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