My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower 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 spells that can finish it off. 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 The average elixir cost of your deck is quite high.

If you only have expensive units, it will be harder to react to opponent's plays. It is good to have some cheap units.

You can replace some of your high-cost cards. Such as these:

By some 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.

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.

Knight Battle Ram Wizard Witch P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Missing

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 Battle Ram Hog Rider

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 Barbarians Mini P.E.K.K.A Battle Ram Hog Rider 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.

Mini P.E.K.K.A Hog 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
Battle Ram Hog Rider
Giant Snowball
Barbarians Battle Ram Hog Rider Witch
Zap
Battle Ram Witch
Barbarian Barrel
Knight Barbarians Battle Ram Wizard Witch
The Log
Barbarians Mini P.E.K.K.A Battle Ram Hog Rider Witch
Earthquake
Barbarians Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Barbarians Mini P.E.K.K.A Battle Ram Hog Rider Wizard Witch P.E.K.K.A
Fireball
Barbarians Battle Ram Hog Rider Wizard Witch
Poison
Barbarians Wizard Witch
Lightning
Knight Mini P.E.K.K.A Battle Ram Wizard Witch
Rocket
Barbarians Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Mini P.E.K.K.A Battle Ram P.E.K.K.A

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Mini P.E.K.K.A Battle Ram Hog Rider Barbarians Wizard Witch P.E.K.K.A

Shortest cycle

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

15 Knight Mini P.E.K.K.A Battle Ram Hog Rider

Attack Synergies 2 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.

Knight
Battle Ram Hog Rider Wizard Witch
Barbarians
Hog Rider
Mini P.E.K.K.A
Hog Rider Wizard
Battle Ram
Knight Witch P.E.K.K.A
Hog Rider
Knight Barbarians Mini P.E.K.K.A Wizard Witch
Wizard
Knight Mini P.E.K.K.A Hog Rider P.E.K.K.A
Witch
Knight Battle Ram Hog Rider P.E.K.K.A
P.E.K.K.A
Battle Ram Wizard Witch

Defense Synergies 0 6

Knight
Mini P.E.K.K.A Wizard Witch
Barbarians
Mini P.E.K.K.A
Knight Wizard Witch
Battle Ram
Hog Rider
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A
Witch
Knight Mini P.E.K.K.A
P.E.K.K.A
Wizard

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
Barbarians Mini P.E.K.K.A P.E.K.K.A Knight Witch
Barbarians Mini P.E.K.K.A Witch P.E.K.K.A Knight
Barbarians Mini P.E.K.K.A Witch P.E.K.K.A Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A
Wizard Witch
Barbarians P.E.K.K.A
Barbarians Mini P.E.K.K.A Witch P.E.K.K.A
Knight Barbarians Mini P.E.K.K.A
Barbarians Witch Knight Wizard
Wizard Witch
Barbarians Mini P.E.K.K.A P.E.K.K.A Knight Wizard Witch
Wizard Barbarians Mini P.E.K.K.A Witch P.E.K.K.A
Barbarians Mini P.E.K.K.A P.E.K.K.A Knight
Barbarians Mini P.E.K.K.A P.E.K.K.A
Barbarians Wizard Knight Mini P.E.K.K.A Witch P.E.K.K.A
Knight Barbarians Wizard Witch
Wizard Witch Knight Barbarians
Barbarians Mini P.E.K.K.A P.E.K.K.A
Wizard Knight Barbarians Mini P.E.K.K.A Witch P.E.K.K.A
P.E.K.K.A 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 Barbarians Mini P.E.K.K.A Witch P.E.K.K.A
Knight Mini P.E.K.K.A Wizard
Barbarians P.E.K.K.A Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A P.E.K.K.A Knight Barbarians
Barbarians P.E.K.K.A Knight Mini P.E.K.K.A Witch
Wizard Witch
Mini P.E.K.K.A P.E.K.K.A Knight Barbarians Witch
Mini P.E.K.K.A P.E.K.K.A Knight Barbarians
P.E.K.K.A Knight Barbarians Mini P.E.K.K.A Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Knight Barbarians Mini P.E.K.K.A Witch
P.E.K.K.A Barbarians
Barbarians Mini P.E.K.K.A P.E.K.K.A Knight Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Knight Mini P.E.K.K.A P.E.K.K.A
Barbarians Mini P.E.K.K.A Wizard Witch P.E.K.K.A

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
Knight Barbarians
Wizard
Wizard Witch
Wizard Witch
Wizard
Wizard
Mini P.E.K.K.A
Knight Wizard
Wizard
Knight
Wizard Witch
Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard
Wizard Witch
Wizard
Barbarians
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Wizard Witch
Wizard Witch
Mini P.E.K.K.A
Wizard
P.E.K.K.A
Wizard
Barbarians Witch
Wizard Witch
Knight Mini P.E.K.K.A Wizard
Wizard
P.E.K.K.A
Witch
Witch
Witch
P.E.K.K.A
Wizard

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