My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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!
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.

Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Witch P.E.K.K.A Mega Knight Goblinstein

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 Goblin Curse Rage

Punishments

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

Mega 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.

P.E.K.K.A Mega 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
Goblin Curse
Giant Snowball
Cannon Goblin Curse Witch
Zap
Cannon Goblin Curse Witch
Barbarian Barrel
Cannon Goblin Curse Witch
The Log
Cannon Goblin Curse Witch
Earthquake
Cannon Witch
Arrows
Goblin Curse Witch
Royal Delivery
Witch P.E.K.K.A
Fireball
Cannon Witch
Poison
Cannon Goblin Curse Witch
Lightning
Cannon Witch Goblinstein
Rocket
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.

Arrows Mega Knight

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 Goblin Curse Rage P.E.K.K.A Mega Knight

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.

Goblin Curse Rage Arrows Cannon Witch Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

10 Goblin Curse Rage Arrows Cannon

Attack Synergies 3 3

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.

Arrows
Goblin Curse P.E.K.K.A Mega Knight
Cannon
Goblin Curse
Arrows
Rage
Witch
Witch
Rage P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Witch
Mega Knight
Arrows Witch
Goblinstein

Defense Synergies 1 4

Arrows
Mega Knight Cannon P.E.K.K.A
Cannon
Arrows Witch
Goblin Curse
Rage
Witch
Cannon Mega Knight
P.E.K.K.A
Arrows
Mega Knight
Arrows Witch
Goblinstein

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.

Cannon
P.E.K.K.A Cannon Goblin Curse Witch Mega Knight
Cannon Witch P.E.K.K.A Mega Knight Goblin Curse
Cannon Witch P.E.K.K.A Goblin Curse Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Cannon Mega Knight
Arrows Cannon Goblin Curse Witch
Arrows Cannon P.E.K.K.A Mega Knight
Cannon Witch P.E.K.K.A Goblin Curse
Cannon Mega Knight
Goblin Curse Witch Arrows Cannon Mega Knight
Arrows Goblin Curse Witch
Cannon P.E.K.K.A Mega Knight Goblin Curse Witch
Mega Knight Arrows Cannon Goblin Curse Witch P.E.K.K.A
P.E.K.K.A Cannon Goblin Curse Mega Knight
Cannon Goblin Curse P.E.K.K.A Mega Knight
Mega Knight Arrows Cannon Witch P.E.K.K.A
Arrows Cannon Mega Knight Witch
Arrows Witch Cannon Goblin Curse Mega Knight
P.E.K.K.A Cannon Goblin Curse
Mega Knight Arrows Cannon Goblin Curse Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Witch P.E.K.K.A
Arrows Mega Knight
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Cannon Goblin Curse Witch Mega Knight
Arrows Goblin Curse Witch
P.E.K.K.A Witch
P.E.K.K.A Mega Knight Goblin Curse
P.E.K.K.A Mega Knight Witch
Witch P.E.K.K.A Cannon Goblin Curse
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Cannon Goblin Curse Witch
Cannon Goblin Curse Witch Mega Knight
Witch P.E.K.K.A
Arrows Mega Knight Cannon Goblin Curse Witch P.E.K.K.A
Arrows Cannon

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 Goblin Curse
Arrows
Arrows
Arrows Goblin Curse Mega Knight
Arrows Goblin Curse Witch
Arrows Witch
Arrows Goblin Curse
Arrows
Arrows
Arrows Goblin Curse
Arrows
Arrows
Arrows Witch
Arrows Mega Knight
Arrows
Arrows Mega Knight
Arrows Goblin Curse Witch Mega Knight
Mega Knight
Arrows
Arrows
Arrows Goblin Curse Witch Mega Knight
Witch
Arrows Witch
Arrows Witch Mega Knight
Arrows Goblin Curse
Arrows Goblin Curse Witch
Witch
Arrows Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows Goblin Curse
Witch
Arrows Goblin Curse Witch
Arrows
Mega Knight
Arrows
Arrows
P.E.K.K.A Mega Knight
Witch
Witch
Witch Mega Knight
P.E.K.K.A
Mega Knight

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