My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Electro Wizard Mother 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 P.E.K.K.A Electro Wizard Mother Witch

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.

Zap Arrows Tornado

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

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.

Mini P.E.K.K.A 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 Electro Wizard

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
Giant Snowball
Zap
Barbarian Barrel
Wizard Electro Wizard
The Log
Mini P.E.K.K.A
Earthquake
Arrows
Royal Delivery
Mini P.E.K.K.A Wizard P.E.K.K.A Electro Wizard Mother Witch
Fireball
Wizard Electro Wizard Mother Witch
Poison
Wizard Electro Wizard Mother Witch
Lightning
Mini P.E.K.K.A Wizard Electro Wizard Mother Witch
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Tornado

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 Mini P.E.K.K.A Tornado P.E.K.K.A Mother Witch

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 Electro Wizard

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.

Zap Arrows Tornado Mini P.E.K.K.A Electro Wizard Mother Witch Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Tornado Mini P.E.K.K.A

Attack Synergies 8 9

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.

Zap
Arrows Tornado P.E.K.K.A Electro Wizard Mini P.E.K.K.A Mother Witch
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A Mother Witch
Mini P.E.K.K.A
Zap Arrows Wizard Tornado Electro Wizard
Wizard
Tornado Mini P.E.K.K.A P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A
Zap Arrows Tornado Electro Wizard Wizard Mother Witch
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A
Mother Witch
Zap Arrows P.E.K.K.A

Defense Synergies 5 16

Zap
Mini P.E.K.K.A Electro Wizard Arrows Tornado P.E.K.K.A Mother Witch
Arrows
Zap Mini P.E.K.K.A Tornado P.E.K.K.A Mother Witch
Mini P.E.K.K.A
Zap Electro Wizard Arrows Wizard Tornado Mother Witch
Wizard
Tornado Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Tornado
Wizard P.E.K.K.A Zap Arrows Mini P.E.K.K.A Electro Wizard Mother Witch
P.E.K.K.A
Tornado Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Wizard Tornado P.E.K.K.A
Mother Witch
Zap Arrows Mini P.E.K.K.A Tornado

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.

Zap Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Electro Wizard
Mini P.E.K.K.A Tornado P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Mini P.E.K.K.A Tornado P.E.K.K.A
Arrows Tornado Zap Electro Wizard Mother Witch
Tornado Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Tornado
Tornado Mini P.E.K.K.A Electro Wizard
Electro Wizard Mother Witch Zap Arrows Wizard Tornado
Arrows Zap Wizard Tornado Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard Electro Wizard
Wizard Zap Arrows Mini P.E.K.K.A Tornado P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Tornado Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Arrows Mini P.E.K.K.A Tornado P.E.K.K.A Electro Wizard
Arrows Zap Wizard Tornado Electro Wizard
Zap Arrows Wizard Tornado Electro Wizard Mother Witch
Mini P.E.K.K.A P.E.K.K.A Tornado Electro Wizard
Wizard Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard Mother Witch
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.

Mini P.E.K.K.A Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Mini P.E.K.K.A
Arrows Wizard Mother Witch Zap Tornado Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Arrows Tornado Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard
Electro Wizard Zap Mini P.E.K.K.A Tornado P.E.K.K.A
Arrows Zap Mini P.E.K.K.A Wizard P.E.K.K.A Electro Wizard Mother Witch
Zap Arrows Electro Wizard

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
Arrows Zap Tornado Electro Wizard
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Mother Witch Zap Tornado
Arrows Wizard Tornado
Arrows Zap Wizard Tornado
Arrows Zap Wizard Tornado
Mini P.E.K.K.A Tornado Electro Wizard
Zap Arrows Wizard Tornado Electro Wizard
Zap Arrows Wizard Tornado
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows Tornado
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Electro Wizard
Zap Arrows Wizard Tornado Mother Witch
Arrows Wizard Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Mother Witch Wizard
Arrows Zap Wizard Tornado Electro Wizard
Zap Arrows Wizard Tornado
Zap Arrows Tornado
Zap Arrows Wizard Tornado Electro Wizard Mother Witch
Zap Electro Wizard Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard
Zap Arrows Wizard Tornado Electro Wizard
Arrows
Mini P.E.K.K.A Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows Tornado
P.E.K.K.A
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
P.E.K.K.A
Wizard

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