My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro 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.

Bomber Witch P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Hog Rider Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball

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 P.E.K.K.A

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.

Fireball

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.

Fireball Witch 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.

Bomber Arrows Bandit Fireball Hog Rider Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Bomber Arrows Bandit Fireball

Attack Synergies 5 11

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.

Bomber
Hog Rider P.E.K.K.A Bandit
Arrows
Fireball Hog Rider P.E.K.K.A Bandit
Fireball
Arrows Hog Rider Electro Wizard
Hog Rider
Arrows Fireball Bomber Witch Bandit Electro Wizard
Witch
Hog Rider P.E.K.K.A Bandit
P.E.K.K.A
Arrows Electro Wizard Bomber Witch
Bandit
Bomber Arrows Hog Rider Witch Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Hog Rider Bandit

Defense Synergies 0 12

Bomber
P.E.K.K.A Bandit Electro Wizard
Arrows
Fireball P.E.K.K.A Bandit
Fireball
Arrows Bandit Electro Wizard
Hog Rider
Witch
Bandit Electro Wizard
P.E.K.K.A
Bomber Arrows Electro Wizard
Bandit
Bomber Arrows Fireball Witch Electro Wizard
Electro Wizard
Bomber Fireball Witch P.E.K.K.A Bandit

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.

Bomber Fireball Electro Wizard
P.E.K.K.A Witch Bandit Electro Wizard
Witch P.E.K.K.A Bomber Bandit Electro Wizard
Witch P.E.K.K.A Bandit Electro Wizard
Bomber Arrows Fireball P.E.K.K.A
Arrows Fireball Bomber Bandit Electro Wizard
Electro Wizard Arrows Fireball Witch
Arrows Fireball P.E.K.K.A Bandit Electro Wizard
Witch P.E.K.K.A
Bomber Bandit Electro Wizard
Witch Electro Wizard Bomber Arrows Fireball Bandit
Arrows Fireball Witch Electro Wizard
P.E.K.K.A Bomber Fireball Witch Bandit Electro Wizard
Bomber Fireball Arrows Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A Bandit Electro Wizard
Bomber Arrows Fireball Witch P.E.K.K.A Electro Wizard
Arrows Fireball Bomber Witch Bandit Electro Wizard
Arrows Witch Bomber Fireball Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Arrows Fireball Witch P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Fireball Witch P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Bomber Arrows
P.E.K.K.A Bandit Witch Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Witch Bandit
Arrows Fireball Witch Electro Wizard
P.E.K.K.A Fireball Witch Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Fireball Witch Bandit
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A Arrows Fireball Electro Wizard
P.E.K.K.A Fireball Witch Bandit
Bomber Fireball Witch
Witch Electro Wizard Bomber Fireball P.E.K.K.A
Arrows Bomber Fireball Witch P.E.K.K.A Electro Wizard
Bomber Arrows Fireball 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.)

Fireball Arrows Bandit
Arrows Fireball Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball
Bomber Fireball Arrows
Arrows Fireball Witch
Bomber Arrows Witch
Arrows Fireball
Arrows Fireball Bandit
Fireball Electro Wizard
Arrows Fireball Bandit Electro Wizard
Fireball Arrows
Fireball Bandit
Arrows Fireball Bandit
Arrows Fireball
Bomber Arrows Fireball Witch Bandit
Arrows Fireball Bandit
Arrows Fireball
Bomber
Bomber Arrows Fireball Bandit Electro Wizard
Bomber Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Bomber Fireball Witch
Witch
Arrows Fireball Witch Bandit Electro Wizard
Fireball Arrows Witch Bandit
Fireball Arrows Bandit
Arrows Fireball Witch Electro Wizard
Electro Wizard Fireball Witch
Fireball
Bomber Arrows Fireball Bandit
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball
Electro Wizard Fireball Witch Bandit
Fireball Arrows Witch Electro Wizard
Arrows Fireball
Fireball Electro Wizard
Arrows Bomber Fireball
Arrows Fireball
P.E.K.K.A
Fireball Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch Bandit Electro Wizard
P.E.K.K.A
Fireball

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