My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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.

Inferno Dragon Phoenix Night 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.

Elixir Golem P.E.K.K.A Inferno Dragon Phoenix Night Witch

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows

Punishments

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

Elixir Golem

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.

Elixir Golem Battle Healer P.E.K.K.A Phoenix

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
Elixir Golem Guards Inferno Dragon Phoenix Night Witch
Giant Snowball
Guards Inferno Dragon Night Witch
Zap
Guards Inferno Dragon Night Witch
Barbarian Barrel
Elixir Golem Guards Night Witch
The Log
Elixir Golem Guards
Earthquake
Elixir Golem Guards
Arrows
Guards Night Witch
Royal Delivery
Elixir Golem Battle Healer Guards P.E.K.K.A Inferno Dragon Night Witch
Fireball
Elixir Golem Battle Healer Inferno Dragon Night Witch
Poison
Elixir Golem Battle Healer Guards Phoenix Night Witch
Lightning
Battle Healer Inferno Dragon Phoenix Night Witch
Rocket
Battle Healer Inferno Dragon Phoenix Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

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 Elixir Golem Battle Healer Guards P.E.K.K.A Inferno Dragon Night 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.

Arrows Elixir Golem Guards Battle Healer Inferno Dragon Phoenix Night Witch P.E.K.K.A

Shortest cycle

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

13 Arrows Elixir Golem Guards Battle Healer

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.

Arrows
P.E.K.K.A Elixir Golem Battle Healer Phoenix Night Witch
Elixir Golem
Battle Healer Night Witch Arrows Inferno Dragon
Battle Healer
Elixir Golem Inferno Dragon Arrows Night Witch
Guards
P.E.K.K.A
Arrows Night Witch
Inferno Dragon
Battle Healer Elixir Golem
Phoenix
Arrows
Night Witch
Elixir Golem Arrows Battle Healer P.E.K.K.A

Defense Synergies 1 5

Arrows
Battle Healer P.E.K.K.A Phoenix
Elixir Golem
Battle Healer
Inferno Dragon Arrows Phoenix Night Witch
Guards
P.E.K.K.A
Arrows
Inferno Dragon
Battle Healer
Phoenix
Arrows Battle Healer
Night Witch
Battle Healer

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 Inferno Dragon Battle Healer Phoenix Night Witch
P.E.K.K.A Inferno Dragon Night Witch
P.E.K.K.A Inferno Dragon Night Witch Guards Phoenix
Arrows Battle Healer P.E.K.K.A
Arrows Guards Night Witch
Inferno Dragon Arrows Phoenix Night Witch
Arrows Battle Healer P.E.K.K.A Phoenix
P.E.K.K.A Inferno Dragon Phoenix Night Witch
Guards Battle Healer Phoenix Night Witch
Guards Arrows Night Witch
Arrows Inferno Dragon Phoenix Night Witch
P.E.K.K.A Night Witch Battle Healer Guards
Arrows Guards P.E.K.K.A Night Witch
P.E.K.K.A Inferno Dragon Phoenix
P.E.K.K.A Inferno Dragon
Arrows P.E.K.K.A Night Witch
Arrows Battle Healer Guards Night Witch
Arrows Battle Healer Guards Inferno Dragon
P.E.K.K.A Inferno Dragon Phoenix
Arrows Battle Healer Guards P.E.K.K.A Night Witch

Counters to secondary win conditions

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

Guards Battle Healer P.E.K.K.A
Arrows Battle Healer Inferno Dragon Phoenix
Guards P.E.K.K.A Battle Healer
Guards P.E.K.K.A Battle Healer Phoenix Night Witch
P.E.K.K.A Battle Healer Guards Inferno Dragon Phoenix Night Witch
Arrows
Guards P.E.K.K.A Battle Healer Phoenix Night Witch
P.E.K.K.A Battle Healer Inferno Dragon Phoenix
P.E.K.K.A Inferno Dragon Phoenix
P.E.K.K.A Guards Inferno Dragon Phoenix
P.E.K.K.A Inferno Dragon Guards Phoenix
P.E.K.K.A Arrows Guards Phoenix
P.E.K.K.A Guards Night Witch
Guards Phoenix Battle Healer P.E.K.K.A Inferno Dragon Night Witch
Arrows Battle Healer P.E.K.K.A Inferno Dragon Phoenix
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 Guards
Arrows
Arrows
Arrows Guards
Arrows
Arrows
Arrows
Arrows
Arrows
Guards Night Witch
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Night Witch
Arrows
Arrows
Night Witch
Arrows
Arrows
Arrows
Inferno Dragon
Arrows
Arrows
Arrows
Arrows Night Witch
Guards
Night Witch
Arrows Night Witch
Arrows
P.E.K.K.A
Arrows
Guards Night Witch
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Guards
P.E.K.K.A Inferno Dragon

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