My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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

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.

Skeletons Knight Witch P.E.K.K.A Mighty Miner

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.

Arrows Fireball Rage

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.

Knight P.E.K.K.A Mighty Miner

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.

Mighty Miner

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

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 Knight Rage P.E.K.K.A Mighty Miner

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Arrows Knight Fireball Mighty Miner Witch P.E.K.K.A

Shortest cycle

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

9 Skeletons Rage Arrows Knight

Attack Synergies 3 5

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.

Skeletons
Arrows
Fireball P.E.K.K.A Knight Mighty Miner
Knight
Arrows Fireball Witch
Fireball
Arrows Knight
Rage
Witch
Witch
Rage Knight P.E.K.K.A
P.E.K.K.A
Arrows Witch
Mighty Miner
Arrows

Defense Synergies 0 8

Skeletons
Knight Witch P.E.K.K.A
Arrows
Knight Fireball P.E.K.K.A
Knight
Skeletons Arrows Fireball Witch
Fireball
Arrows Knight
Rage
Witch
Skeletons Knight
P.E.K.K.A
Skeletons Arrows
Mighty Miner

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 Fireball
P.E.K.K.A Skeletons Knight Witch
Witch P.E.K.K.A Skeletons Knight
Witch P.E.K.K.A Skeletons Knight
Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons
Arrows Fireball Witch
Arrows Fireball P.E.K.K.A
Witch P.E.K.K.A Mighty Miner Skeletons
Knight Skeletons
Witch Skeletons Arrows Knight Fireball
Arrows Fireball Witch
P.E.K.K.A Skeletons Knight Fireball Witch
Fireball Arrows Witch P.E.K.K.A
P.E.K.K.A Knight
Fireball P.E.K.K.A
Skeletons Arrows Knight Fireball Witch P.E.K.K.A
Arrows Fireball Knight Witch
Arrows Witch Knight Fireball
P.E.K.K.A
Arrows Knight Fireball 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 Skeletons Fireball Witch P.E.K.K.A
Fireball Arrows Knight
P.E.K.K.A Skeletons Knight Witch
P.E.K.K.A Knight Fireball
P.E.K.K.A Skeletons Knight Witch Mighty Miner
Arrows Fireball Skeletons Witch
P.E.K.K.A Skeletons Knight Fireball Witch
P.E.K.K.A Mighty Miner Knight
P.E.K.K.A Skeletons Knight Fireball Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Knight Witch
P.E.K.K.A Arrows Fireball
P.E.K.K.A Skeletons Knight Fireball Witch
Fireball Witch
Witch Skeletons Knight Fireball P.E.K.K.A Mighty Miner
Arrows Fireball Witch P.E.K.K.A Mighty Miner
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 Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball
Arrows Knight Fireball
Fireball Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A Mighty Miner
Arrows Fireball
Fireball Witch
Fireball Arrows Witch
Arrows Fireball
Fireball Knight
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball

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