My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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 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 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!
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!
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!
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.

Wizard Baby Dragon 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.

Wizard Baby Dragon Witch Giant Skeleton P.E.K.K.A

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.

Rage

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.

Baby Dragon Giant Skeleton 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.

Giant Skeleton

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
Clone Giant Skeleton
Giant Snowball
Clone Baby Dragon Witch
Zap
Clone Witch
Barbarian Barrel
Wizard Clone Witch Giant Skeleton
The Log
Clone Witch Giant Skeleton
Earthquake
Clone Witch
Arrows
Clone Witch
Royal Delivery
Wizard Clone Baby Dragon Witch Giant Skeleton P.E.K.K.A
Fireball
Wizard Clone Baby Dragon Witch
Poison
Wizard Clone Witch
Lightning
Wizard Baby Dragon Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon

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.

Rage Clone Baby Dragon Giant Skeleton 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Clone Baby Dragon Wizard Witch Giant Skeleton P.E.K.K.A

Shortest cycle

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

9 Mirror Rage Clone Baby Dragon

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.

Wizard
Rage Giant Skeleton P.E.K.K.A
Mirror
Giant Skeleton
Rage
Witch Wizard Giant Skeleton
Clone
Giant Skeleton Baby Dragon Witch
Baby Dragon
Clone Witch Giant Skeleton P.E.K.K.A
Witch
Rage Clone Baby Dragon Giant Skeleton P.E.K.K.A
Giant Skeleton
Clone Wizard Mirror Rage Baby Dragon Witch
P.E.K.K.A
Wizard Baby Dragon Witch

Defense Synergies 0 6

Wizard
Giant Skeleton P.E.K.K.A
Mirror
Rage
Clone
Baby Dragon
Witch Giant Skeleton P.E.K.K.A
Witch
Baby Dragon Giant Skeleton
Giant Skeleton
Wizard Baby Dragon Witch
P.E.K.K.A
Wizard Baby Dragon

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.

Wizard Baby Dragon
P.E.K.K.A Witch
Witch P.E.K.K.A Giant Skeleton
Witch P.E.K.K.A
Giant Skeleton P.E.K.K.A
Baby Dragon
Wizard Baby Dragon Witch
Baby Dragon Giant Skeleton P.E.K.K.A
Witch P.E.K.K.A
Giant Skeleton
Witch Wizard Baby Dragon Giant Skeleton
Wizard Baby Dragon Witch
P.E.K.K.A Wizard Witch Giant Skeleton
Wizard Baby Dragon Witch P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Witch P.E.K.K.A
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch Giant Skeleton
P.E.K.K.A
Wizard Baby Dragon Witch Giant Skeleton 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.

Witch Giant Skeleton P.E.K.K.A
Wizard Baby Dragon
Giant Skeleton P.E.K.K.A Witch
Giant Skeleton P.E.K.K.A
Giant Skeleton P.E.K.K.A Witch
Wizard Baby Dragon Witch
P.E.K.K.A Witch Giant Skeleton
Giant Skeleton P.E.K.K.A
Giant Skeleton P.E.K.K.A Baby Dragon Witch
Witch P.E.K.K.A
P.E.K.K.A Witch Giant Skeleton
P.E.K.K.A Giant Skeleton
Giant Skeleton P.E.K.K.A Wizard Witch
Wizard Baby Dragon Witch
Witch Baby Dragon Giant Skeleton P.E.K.K.A
Wizard Baby Dragon Witch Giant Skeleton 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.)

Baby Dragon Giant Skeleton
Baby Dragon
Baby Dragon Giant Skeleton
Giant Skeleton
Wizard Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard
Wizard
Wizard Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon Witch
Baby Dragon Giant Skeleton
Wizard
Baby Dragon
Wizard Baby Dragon Witch
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon Witch
Baby Dragon
Wizard Baby Dragon Witch
Wizard Witch
Wizard
P.E.K.K.A Giant Skeleton
Wizard
Witch
Wizard Baby Dragon Witch
Wizard Baby Dragon
Wizard Baby Dragon
Giant Skeleton
P.E.K.K.A
Baby Dragon Witch Giant Skeleton
Witch
Baby Dragon Witch Giant Skeleton
P.E.K.K.A
Wizard

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