My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Witch Magic Archer

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.

Bomber Knight Witch Golem Bandit Magic Archer

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

Punishments

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

Mini P.E.K.K.A Bandit

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 Mini P.E.K.K.A Golem Bandit Magic Archer

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.

Mini P.E.K.K.A Golem Bandit Magic Archer

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
Bomber Bandit
Giant Snowball
Bomber Witch
Zap
Bomber Witch Bandit
Barbarian Barrel
Bomber Knight Witch Bandit Magic Archer
The Log
Bomber Mini P.E.K.K.A Witch Bandit
Earthquake
Bomber Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Knight Mini P.E.K.K.A Witch Bandit Magic Archer
Fireball
Bomber Witch Bandit Magic Archer
Poison
Bomber Witch Magic Archer
Lightning
Knight Mini P.E.K.K.A Witch Bandit Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Magic Archer

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 Mini P.E.K.K.A Golem

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.

Bomber Arrows Knight Bandit Mini P.E.K.K.A Magic Archer Witch Golem

Shortest cycle

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

11 Bomber Arrows Knight Bandit

Attack Synergies 2 15

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.

Bomber
Golem Knight Mini P.E.K.K.A Bandit
Arrows
Golem Knight Mini P.E.K.K.A Bandit
Knight
Bomber Arrows Witch Magic Archer
Mini P.E.K.K.A
Bomber Arrows Golem Magic Archer
Witch
Knight Golem Bandit
Golem
Bomber Arrows Mini P.E.K.K.A Witch Bandit Magic Archer
Bandit
Bomber Arrows Witch Golem Magic Archer
Magic Archer
Knight Mini P.E.K.K.A Golem Bandit

Defense Synergies 2 11

Bomber
Knight Mini P.E.K.K.A Bandit
Arrows
Knight Mini P.E.K.K.A Bandit
Knight
Bomber Magic Archer Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Bomber Arrows Knight Witch Magic Archer
Witch
Knight Mini P.E.K.K.A Bandit
Golem
Bandit
Bomber Arrows Witch Magic Archer
Magic Archer
Knight Mini P.E.K.K.A Bandit

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.

Bomber Knight Magic Archer
Mini P.E.K.K.A Knight Witch Bandit
Mini P.E.K.K.A Witch Bomber Knight Bandit
Mini P.E.K.K.A Witch Knight Bandit
Bomber Arrows Mini P.E.K.K.A
Arrows Bomber Bandit Magic Archer
Arrows Witch Magic Archer
Arrows Bandit Magic Archer
Mini P.E.K.K.A Witch
Knight Bomber Mini P.E.K.K.A Bandit
Witch Bomber Arrows Knight Bandit Magic Archer
Arrows Witch Magic Archer
Mini P.E.K.K.A Bomber Knight Witch Bandit
Bomber Arrows Mini P.E.K.K.A Witch Magic Archer
Mini P.E.K.K.A Knight Bandit
Mini P.E.K.K.A Bandit
Bomber Arrows Knight Mini P.E.K.K.A Witch
Arrows Bomber Knight Witch Bandit Magic Archer
Arrows Witch Bomber Knight Bandit Magic Archer
Mini P.E.K.K.A
Bomber Arrows Knight Mini P.E.K.K.A Witch Bandit
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Witch Bandit
Bandit Bomber Arrows Knight Mini P.E.K.K.A Magic Archer
Bandit Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A Knight Bandit
Knight Mini P.E.K.K.A Witch Bandit
Arrows Witch Magic Archer
Mini P.E.K.K.A Knight Witch Bandit
Mini P.E.K.K.A Knight
Knight Mini P.E.K.K.A Witch Bandit Magic Archer
Witch
Knight Mini P.E.K.K.A Witch
Arrows
Mini P.E.K.K.A Knight Witch Bandit
Bomber Witch Magic Archer
Witch Bomber Knight Mini P.E.K.K.A Magic Archer
Arrows Bomber Mini P.E.K.K.A Witch Magic Archer
Bomber 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.)

Magic Archer Arrows Knight Bandit
Arrows Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows Knight
Bomber Arrows Magic Archer
Arrows Witch Magic Archer
Bomber Arrows Witch Magic Archer
Arrows Magic Archer
Arrows Bandit
Mini P.E.K.K.A
Arrows Knight Bandit Magic Archer
Arrows Magic Archer
Knight Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows Magic Archer
Bomber Arrows Witch Bandit Magic Archer
Magic Archer Arrows Bandit
Arrows
Bomber Mini P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A Bandit Magic Archer
Bomber Arrows Witch Magic Archer
Magic Archer
Arrows
Arrows
Arrows Bomber Witch Magic Archer
Witch
Arrows Witch Bandit Magic Archer
Arrows Witch Bandit Magic Archer
Arrows Bandit Magic Archer
Arrows Witch Magic Archer
Witch
Mini P.E.K.K.A
Bomber Arrows Bandit Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Witch Bandit Magic Archer
Arrows Witch Magic Archer
Arrows
Knight Mini P.E.K.K.A Magic Archer
Arrows Bomber Magic Archer
Arrows
Witch Magic Archer
Witch Magic Archer
Witch Bandit Magic Archer

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