My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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 low-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 cheap 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 very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

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

Archers 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.

Archers Witch Prince P.E.K.K.A Electro Giant Bandit

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel Electro Giant

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.

Hog Rider Goblin Barrel Prince Electro Giant Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Prince P.E.K.K.A Electro Giant Bandit

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.

Hog Rider Goblin Barrel Bandit

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
Archers Hog Rider Goblin Barrel Prince Bandit
Giant Snowball
Archers Hog Rider Goblin Barrel Witch
Zap
Archers Goblin Barrel Witch Prince Bandit
Barbarian Barrel
Archers Goblin Barrel Witch Bandit
The Log
Archers Hog Rider Goblin Barrel Witch Prince Bandit
Earthquake
Archers Hog Rider Goblin Barrel Witch
Arrows
Archers Goblin Barrel Witch
Royal Delivery
Archers Hog Rider Goblin Barrel Witch Prince P.E.K.K.A Bandit
Fireball
Archers Hog Rider Goblin Barrel Witch Bandit
Poison
Archers Witch
Lightning
Witch Prince Bandit
Rocket
Hog Rider Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant

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.

Prince P.E.K.K.A Electro Giant

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.

Goblin Barrel

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.

Goblin Barrel 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.

Archers Goblin Barrel Bandit Hog Rider Witch Prince P.E.K.K.A Electro Giant

Shortest cycle

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

13 Archers Goblin Barrel Bandit Hog Rider

Attack Synergies 1 14

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.

Archers
Hog Rider Prince P.E.K.K.A Bandit
Hog Rider
Archers Goblin Barrel Witch Prince Bandit
Goblin Barrel
Prince Hog Rider P.E.K.K.A Bandit
Witch
Hog Rider Prince P.E.K.K.A Bandit
Prince
Goblin Barrel Archers Hog Rider Witch Electro Giant
P.E.K.K.A
Archers Goblin Barrel Witch
Electro Giant
Prince
Bandit
Archers Hog Rider Goblin Barrel Witch

Defense Synergies 0 6

Archers
Witch P.E.K.K.A Bandit
Hog Rider
Goblin Barrel
Witch
Archers Prince Bandit
Prince
Witch Electro Giant
P.E.K.K.A
Archers
Electro Giant
Prince
Bandit
Archers Witch

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.

P.E.K.K.A Witch Prince Bandit
Witch Prince P.E.K.K.A Archers Bandit
Witch Prince P.E.K.K.A Bandit
Prince P.E.K.K.A
Archers Bandit
Archers Witch
P.E.K.K.A Electro Giant Bandit
Witch P.E.K.K.A Prince
Archers Prince Bandit
Archers Witch Electro Giant Bandit
Archers Witch
Prince P.E.K.K.A Witch Bandit
Witch Prince P.E.K.K.A
P.E.K.K.A Prince Bandit
Prince P.E.K.K.A Electro Giant Bandit
Witch Prince P.E.K.K.A
Archers Witch Prince Bandit
Witch Archers Bandit
P.E.K.K.A Prince
Archers Witch Prince P.E.K.K.A Electro Giant Bandit

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Archers Witch Prince P.E.K.K.A Electro Giant Bandit
Bandit Archers Prince
P.E.K.K.A Bandit Witch Prince
Prince P.E.K.K.A Bandit
P.E.K.K.A Witch Prince Bandit
Electro Giant Archers Witch
Prince P.E.K.K.A Archers Witch Bandit
P.E.K.K.A Prince
P.E.K.K.A Witch Prince Bandit
Witch P.E.K.K.A
P.E.K.K.A Witch Prince
P.E.K.K.A Prince Electro Giant
Prince P.E.K.K.A Witch Bandit
Archers Witch Electro Giant
Witch Electro Giant Archers Prince P.E.K.K.A
Archers Witch P.E.K.K.A Electro Giant

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.)

Bandit
Bandit
Bandit
Prince
Electro Giant Witch
Archers Witch
Bandit
Prince
Prince Bandit
Archers
Bandit
Bandit
Prince
Witch Bandit
Bandit
Archers Prince Bandit
Witch Electro Giant
Prince
Prince
Electro Giant Witch
Witch
Witch Bandit
Witch Prince Bandit
Bandit
Archers Witch Electro Giant
Witch Electro Giant
Bandit
P.E.K.K.A Prince
Archers Witch Prince Bandit
Archers Witch
Prince
Electro Giant
Prince P.E.K.K.A
Electro Giant Witch
Witch
Witch Prince Electro Giant Bandit

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