My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 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 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!
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.

Firecracker 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.

Firecracker Elixir Golem 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.

Elixir Golem

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem

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.

Barbarians Elixir Golem 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.

Firecracker

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
Elixir Golem
Giant Snowball
Barbarians Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Barbarians Elixir Golem Wizard Witch
The Log
Firecracker Barbarians Elixir Golem Witch
Earthquake
Firecracker Barbarians Elixir Golem Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Barbarians Elixir Golem Wizard Witch P.E.K.K.A
Fireball
Firecracker Barbarians Elixir Golem Wizard Witch
Poison
Firecracker Barbarians Elixir Golem Wizard Witch
Lightning
Wizard Witch
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows Elixir Golem Rage 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.

Rage Arrows Firecracker Elixir Golem Barbarians Wizard Witch P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Firecracker Elixir Golem

Attack Synergies 4 7

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.

Arrows
P.E.K.K.A Elixir Golem
Firecracker
Elixir Golem P.E.K.K.A
Barbarians
Elixir Golem
Firecracker Rage Arrows Wizard Witch
Wizard
Elixir Golem Rage P.E.K.K.A
Rage
Elixir Golem Witch Wizard
Witch
Rage Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Wizard Witch

Defense Synergies 0 4

Arrows
Barbarians P.E.K.K.A
Firecracker
P.E.K.K.A
Barbarians
Arrows
Elixir Golem
Wizard
P.E.K.K.A
Rage
Witch
P.E.K.K.A
Arrows Firecracker 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.

Firecracker Wizard
Barbarians P.E.K.K.A Firecracker Witch
Barbarians Witch P.E.K.K.A
Barbarians Witch P.E.K.K.A Firecracker
Arrows Firecracker Barbarians P.E.K.K.A
Arrows Firecracker
Arrows Firecracker Wizard Witch
Arrows Barbarians P.E.K.K.A
Barbarians Witch P.E.K.K.A
Firecracker Barbarians
Barbarians Witch Arrows Firecracker Wizard
Arrows Firecracker Wizard Witch
Barbarians P.E.K.K.A Wizard Witch
Wizard Arrows Firecracker Barbarians Witch P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Wizard Arrows Firecracker Witch P.E.K.K.A
Arrows Firecracker Barbarians Wizard Witch
Arrows Wizard Witch Firecracker Barbarians
Barbarians P.E.K.K.A
Wizard Arrows Firecracker Barbarians 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.

Barbarians Witch P.E.K.K.A
Arrows Firecracker Wizard
Barbarians P.E.K.K.A Witch
P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Witch
Arrows Firecracker Wizard Witch
P.E.K.K.A Barbarians Witch
P.E.K.K.A Barbarians
P.E.K.K.A Firecracker Barbarians Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Witch
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Wizard Witch
Wizard Firecracker Barbarians Witch
Barbarians Witch Firecracker P.E.K.K.A
Arrows Firecracker Barbarians Wizard Witch P.E.K.K.A
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.)

Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker Barbarians
Wizard Arrows Firecracker
Arrows Firecracker Wizard Witch
Arrows Firecracker Wizard Witch
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard Witch
Arrows Firecracker Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard Witch
Arrows Wizard
Arrows Barbarians
Arrows Firecracker Wizard Witch
Witch
Arrows Firecracker Wizard Witch
Arrows Wizard Witch
Arrows Firecracker
Arrows Firecracker Wizard Witch
Firecracker Wizard Witch
Arrows Wizard
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker Wizard
Barbarians Witch
Arrows Firecracker Wizard Witch
Arrows
Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Firecracker Witch
Firecracker Witch
Firecracker Witch
P.E.K.K.A
Firecracker Wizard

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