My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

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 Witch P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider 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 Hog Rider P.E.K.K.A Bandit

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.

Hog Rider Bandit Electro Wizard

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
Hog Rider Skeleton Army Bandit
Giant Snowball
Hog Rider Skeleton Army Witch
Zap
Skeleton Army Witch Bandit
Barbarian Barrel
Knight Skeleton Army Witch Bandit Electro Wizard
The Log
Hog Rider Skeleton Army Witch Bandit
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Hog Rider Skeleton Army Witch P.E.K.K.A Bandit Electro Wizard
Fireball
Hog Rider Skeleton Army Witch Bandit Electro Wizard
Poison
Skeleton Army Witch Electro Wizard
Lightning
Knight Witch Bandit Electro Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army 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.

Skeleton Army

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 Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Skeleton Army Bandit Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

11 Zap Knight Skeleton Army Bandit

Attack Synergies 5 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
Hog Rider P.E.K.K.A Electro Wizard Knight Witch Bandit
Knight
Hog Rider Zap Witch Electro Wizard
Hog Rider
Zap Knight Witch Bandit Electro Wizard
Skeleton Army
Witch
Zap Knight Hog Rider P.E.K.K.A Bandit
P.E.K.K.A
Zap Electro Wizard Witch
Bandit
Zap Hog Rider Witch Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider Bandit

Defense Synergies 2 13

Zap
Electro Wizard Knight Skeleton Army Witch P.E.K.K.A Bandit
Knight
Electro Wizard Zap Skeleton Army Witch
Hog Rider
Skeleton Army
Zap Knight Bandit Electro Wizard
Witch
Zap Knight Bandit Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Skeleton Army Witch Electro Wizard
Electro Wizard
Zap Knight Skeleton Army Witch 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.

Zap Knight Electro Wizard
Skeleton Army P.E.K.K.A Zap Knight Witch Bandit Electro Wizard
Skeleton Army Witch P.E.K.K.A Knight Bandit Electro Wizard
Skeleton Army Witch P.E.K.K.A Knight Bandit Electro Wizard
Skeleton Army P.E.K.K.A
Skeleton Army Zap Bandit Electro Wizard
Electro Wizard Zap Witch
Zap P.E.K.K.A Bandit Electro Wizard
Witch P.E.K.K.A Skeleton Army
Knight Skeleton Army Bandit Electro Wizard
Skeleton Army Witch Electro Wizard Zap Knight Bandit
Zap Witch Electro Wizard
Skeleton Army P.E.K.K.A Zap Knight Witch Bandit Electro Wizard
Skeleton Army Zap Witch P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Knight Bandit Electro Wizard
Skeleton Army Zap P.E.K.K.A Bandit Electro Wizard
Knight Skeleton Army Witch P.E.K.K.A Electro Wizard
Zap Knight Skeleton Army Witch Bandit Electro Wizard
Zap Witch Knight Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Skeleton Army Knight Witch P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Witch P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Knight
Skeleton Army P.E.K.K.A Bandit Zap Knight Witch Electro Wizard
Skeleton Army P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Skeleton Army Witch Bandit
Zap Witch Electro Wizard
Skeleton Army P.E.K.K.A Knight Witch Bandit Electro Wizard
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Electro Wizard Knight Skeleton Army Witch Bandit
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Witch
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Knight Witch Bandit
Skeleton Army Witch
Skeleton Army Witch Electro Wizard Zap Knight P.E.K.K.A
Zap Witch P.E.K.K.A Electro Wizard
Zap Electro Wizard

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.)

Knight Bandit
Zap Bandit Electro Wizard
Bandit
Knight
Zap
Zap Witch
Witch
Zap
Zap Bandit
Electro Wizard
Zap Knight Bandit Electro Wizard
Zap
Knight Bandit
Bandit
Zap
Zap Witch Bandit
Bandit
Zap Bandit Electro Wizard
Zap Witch
Zap
Zap Witch
Witch
Zap Witch Bandit Electro Wizard
Zap Witch Bandit
Zap Bandit
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Skeleton Army Witch Bandit
Zap Witch Electro Wizard
Knight Electro Wizard
Zap
Zap
P.E.K.K.A
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Bandit Electro Wizard
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: