My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Archers Witch Ice Wizard

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 P.E.K.K.A Ice Wizard Sparky

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Rage

Punishments

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

Goblin Barrel

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.

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.

Goblin Barrel

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 Goblin Barrel Skeleton Army Sparky
Giant Snowball
Archers Goblin Barrel Skeleton Army Witch
Zap
Archers Goblin Barrel Skeleton Army Witch Sparky
Barbarian Barrel
Archers Goblin Barrel Skeleton Army Witch Ice Wizard Sparky
The Log
Archers Goblin Barrel Skeleton Army Witch Sparky
Earthquake
Archers Goblin Barrel Skeleton Army Witch
Arrows
Archers Goblin Barrel Skeleton Army Witch
Royal Delivery
Archers Goblin Barrel Skeleton Army Witch P.E.K.K.A Ice Wizard Sparky
Fireball
Archers Goblin Barrel Skeleton Army Witch Ice Wizard Sparky
Poison
Archers Skeleton Army Witch Ice Wizard Sparky
Lightning
Witch Ice Wizard Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Wizard Sparky

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army P.E.K.K.A Ice Wizard Sparky

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 Skeleton Army

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 Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Archers Goblin Barrel Skeleton Army Ice Wizard Witch Sparky P.E.K.K.A

Shortest cycle

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

11 Rage Archers Goblin Barrel Skeleton Army

Attack Synergies 2 8

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
P.E.K.K.A
Rage
Witch Sparky
Goblin Barrel
Skeleton Army P.E.K.K.A Ice Wizard Sparky
Skeleton Army
Goblin Barrel Sparky
Witch
Rage P.E.K.K.A
P.E.K.K.A
Archers Goblin Barrel Witch Ice Wizard
Ice Wizard
Goblin Barrel P.E.K.K.A
Sparky
Rage Goblin Barrel Skeleton Army

Defense Synergies 0 8

Archers
Skeleton Army Witch P.E.K.K.A Ice Wizard
Rage
Goblin Barrel
Skeleton Army
Archers Ice Wizard Sparky
Witch
Archers Ice Wizard
P.E.K.K.A
Archers Ice Wizard
Ice Wizard
Archers Skeleton Army Witch P.E.K.K.A
Sparky
Skeleton Army

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.

Sparky
Skeleton Army P.E.K.K.A Sparky Witch Ice Wizard
Skeleton Army Witch P.E.K.K.A Sparky Archers Ice Wizard
Skeleton Army Witch P.E.K.K.A Sparky Ice Wizard
Skeleton Army P.E.K.K.A Sparky
Skeleton Army Archers Ice Wizard
Archers Witch Ice Wizard
P.E.K.K.A Sparky
Witch P.E.K.K.A Sparky Skeleton Army Ice Wizard
Skeleton Army Archers Ice Wizard Sparky
Archers Skeleton Army Witch Ice Wizard
Archers Witch Ice Wizard
Skeleton Army P.E.K.K.A Sparky Witch Ice Wizard
Skeleton Army Sparky Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Sparky
Skeleton Army P.E.K.K.A Sparky
Sparky Skeleton Army Witch P.E.K.K.A
Archers Skeleton Army Witch Ice Wizard
Witch Archers Ice Wizard
P.E.K.K.A Sparky
Skeleton Army Archers Witch P.E.K.K.A Sparky
P.E.K.K.A Skeleton Army Sparky

Counters to secondary win conditions

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

Skeleton Army Archers Witch P.E.K.K.A Sparky
Archers
Skeleton Army P.E.K.K.A Witch Sparky
Skeleton Army P.E.K.K.A Sparky
P.E.K.K.A Skeleton Army Witch Sparky
Archers Witch Ice Wizard
Skeleton Army P.E.K.K.A Sparky Archers Witch Ice Wizard
P.E.K.K.A Skeleton Army Sparky
P.E.K.K.A Skeleton Army Witch Sparky
Witch P.E.K.K.A Skeleton Army Sparky
P.E.K.K.A Witch Sparky
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Witch Sparky
Archers Skeleton Army Witch Sparky
Skeleton Army Witch Sparky Archers P.E.K.K.A
Archers Witch P.E.K.K.A Ice Wizard Sparky
Ice 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.)

Sparky
Ice Wizard
Sparky
Sparky
Sparky
Witch Ice Wizard
Archers Witch Sparky
Ice Wizard
Sparky
Sparky
Archers
Sparky
Sparky
Witch Sparky
Sparky
Sparky
Sparky
Archers Sparky
Witch
Sparky
Sparky
Witch Ice Wizard Sparky
Witch
Witch Ice Wizard Sparky
Witch Sparky
Sparky
Archers Witch Ice Wizard Sparky
Witch
Sparky
Sparky
Sparky
P.E.K.K.A Sparky
Sparky
Archers Skeleton Army Witch
Archers Witch Ice Wizard
Sparky
Sparky
P.E.K.K.A Sparky
Witch Sparky
Witch
Witch Sparky
P.E.K.K.A Sparky
Sparky

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