My Best Clash Royale Deck

Deck Check Rating

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

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 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 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:

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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.

Archers Witch Ram Rider

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 Witch Prince P.E.K.K.A Ram Rider Goblinstein

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Fireball

Punishments

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

Prince Ram Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Prince P.E.K.K.A Ram Rider

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.

Ram Rider

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 Prince Ram Rider
Giant Snowball
Archers Witch Ram Rider
Zap
Archers Witch Prince Ram Rider
Barbarian Barrel
Archers Witch
The Log
Archers Witch Prince Ram Rider
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Witch Prince P.E.K.K.A Ram Rider
Fireball
Archers Witch Ram Rider
Poison
Archers Witch
Lightning
Witch Prince Ram Rider Goblinstein
Rocket
Witch Prince Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Prince 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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Fireball Witch Prince Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

15 Archers Arrows Fireball Witch

Attack Synergies 2 12

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
Arrows Prince P.E.K.K.A Ram Rider
Arrows
Fireball P.E.K.K.A Archers Prince Ram Rider
Fireball
Arrows Ram Rider
Witch
Prince P.E.K.K.A Ram Rider
Prince
Archers Arrows Witch Ram Rider
P.E.K.K.A
Arrows Archers Witch Ram Rider
Ram Rider
Archers Arrows Fireball Witch Prince P.E.K.K.A
Goblinstein

Defense Synergies 0 7

Archers
Witch P.E.K.K.A
Arrows
Fireball Prince P.E.K.K.A
Fireball
Arrows Ram Rider
Witch
Archers Prince
Prince
Arrows Witch
P.E.K.K.A
Archers Arrows
Ram Rider
Fireball
Goblinstein

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.

Fireball Ram Rider
P.E.K.K.A Witch Prince Ram Rider
Witch Prince P.E.K.K.A Ram Rider Archers
Witch Prince P.E.K.K.A Ram Rider
Arrows Fireball Prince P.E.K.K.A
Arrows Fireball Archers
Ram Rider Archers Arrows Fireball Witch
Arrows Fireball P.E.K.K.A Ram Rider
Witch P.E.K.K.A Prince
Archers Prince
Archers Witch Arrows Fireball Ram Rider
Arrows Archers Fireball Witch Ram Rider
Prince P.E.K.K.A Fireball Witch Ram Rider
Fireball Arrows Witch Prince P.E.K.K.A
P.E.K.K.A Prince Ram Rider
Fireball Prince P.E.K.K.A Ram Rider
Arrows Fireball Witch Prince P.E.K.K.A
Arrows Fireball Archers Witch Prince Ram Rider
Arrows Witch Archers Fireball Ram Rider
P.E.K.K.A Prince Ram Rider
Archers Arrows Fireball Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Archers Fireball Witch Prince P.E.K.K.A
Fireball Archers Arrows Prince
P.E.K.K.A Witch Prince Ram Rider
Prince P.E.K.K.A Fireball Ram Rider
P.E.K.K.A Witch Prince Ram Rider
Arrows Fireball Archers Witch Ram Rider
Prince P.E.K.K.A Archers Fireball Witch Ram Rider
P.E.K.K.A Prince
P.E.K.K.A Fireball Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Witch Prince
P.E.K.K.A Arrows Fireball Prince
Prince P.E.K.K.A Fireball Witch Ram Rider
Archers Fireball Witch
Witch Archers Fireball Prince P.E.K.K.A
Arrows Archers Fireball Witch P.E.K.K.A
Arrows Fireball

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.)

Fireball Arrows
Arrows Fireball Ram Rider
Arrows Fireball
Arrows Fireball Prince
Fireball Arrows
Arrows Fireball Witch Ram Rider
Archers Arrows Witch
Arrows Fireball Ram Rider
Arrows Fireball Ram Rider
Fireball Prince
Arrows Fireball Prince Ram Rider
Fireball Archers Arrows
Fireball
Arrows Fireball
Arrows Fireball Prince
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Archers Arrows Fireball Prince
Arrows Fireball Witch
Fireball Prince
Arrows Fireball
Prince
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch Ram Rider
Fireball Arrows Witch Prince Ram Rider
Fireball Arrows
Archers Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A Prince
Arrows Fireball
Archers Fireball Witch Prince
Fireball Archers Arrows Witch Ram Rider
Arrows Fireball
Fireball Prince
Arrows Fireball
Arrows Fireball
Prince P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch Prince
Prince P.E.K.K.A
Fireball

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