My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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!
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.

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.

Bomber Witch P.E.K.K.A Golden Knight

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.

Arrows Rage

Punishments

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

Golden Knight

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.

Battle Healer 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.

Golden Knight

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
Giant Snowball
Bomber Witch
Zap
Bomber Witch
Barbarian Barrel
Bomber Witch
The Log
Bomber Witch
Earthquake
Bomber Witch
Arrows
Bomber Witch
Royal Delivery
Bomber Battle Healer Witch P.E.K.K.A
Fireball
Bomber Battle Healer Witch
Poison
Bomber Battle Healer Witch
Lightning
Battle Healer Witch
Rocket
Battle Healer Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Battle Healer Rage 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.

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 Bomber Rage Arrows Battle Healer Golden Knight Witch P.E.K.K.A

Shortest cycle

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

7 Mirror Bomber Rage Arrows

Attack Synergies 4 7

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
Battle Healer P.E.K.K.A
Arrows
Mirror P.E.K.K.A Battle Healer
Battle Healer
Rage Bomber Arrows Mirror Witch
Mirror
Arrows Battle Healer
Rage
Battle Healer Witch Golden Knight
Witch
Rage Battle Healer P.E.K.K.A
P.E.K.K.A
Arrows Bomber Witch
Golden Knight
Rage

Defense Synergies 2 6

Bomber
P.E.K.K.A Golden Knight
Arrows
Mirror Battle Healer P.E.K.K.A Golden Knight
Battle Healer
Mirror Arrows Witch
Mirror
Arrows Battle Healer
Rage
Witch
Battle Healer
P.E.K.K.A
Bomber Arrows
Golden Knight
Bomber Arrows

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 Golden Knight
P.E.K.K.A Battle Healer Witch
Witch P.E.K.K.A Bomber
Witch P.E.K.K.A
Bomber Arrows Battle Healer P.E.K.K.A
Arrows Bomber
Arrows Witch
Arrows Battle Healer P.E.K.K.A Golden Knight
Witch P.E.K.K.A
Bomber Battle Healer
Witch Bomber Arrows
Arrows Witch
P.E.K.K.A Bomber Battle Healer Witch
Bomber Arrows Witch P.E.K.K.A Golden Knight
P.E.K.K.A
P.E.K.K.A
Bomber Arrows Witch P.E.K.K.A
Arrows Bomber Battle Healer Witch Golden Knight
Arrows Witch Bomber Battle Healer
P.E.K.K.A
Bomber Arrows Battle Healer Witch 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.

Battle Healer Witch P.E.K.K.A
Bomber Arrows Battle Healer
P.E.K.K.A Battle Healer Witch Golden Knight
P.E.K.K.A Battle Healer
P.E.K.K.A Battle Healer Witch
Arrows Witch
P.E.K.K.A Battle Healer Witch
P.E.K.K.A Battle Healer
P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Witch Golden Knight
P.E.K.K.A Arrows
P.E.K.K.A Witch Golden Knight
Bomber Witch
Witch Bomber Battle Healer P.E.K.K.A Golden Knight
Arrows Bomber Battle Healer Witch P.E.K.K.A Golden Knight
Bomber Arrows

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 Golden Knight
Arrows Golden Knight
Arrows
Arrows
Bomber Arrows
Arrows Witch
Bomber Arrows Witch
Arrows
Arrows Golden Knight
Arrows Golden Knight
Arrows
Golden Knight
Arrows
Arrows
Bomber Arrows Witch Golden Knight
Arrows
Arrows
Bomber
Bomber Arrows
Bomber Arrows Witch Golden Knight
Arrows
Arrows
Arrows Bomber Witch
Witch
Arrows Witch Golden Knight
Arrows Witch Golden Knight
Arrows Golden Knight
Arrows Witch
Witch
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Witch
Arrows Witch
Arrows
Arrows Bomber
Arrows
P.E.K.K.A
Witch Golden Knight
Witch
Witch Golden Knight
P.E.K.K.A

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