My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Wizard 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 Wizard Witch P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs

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.

Elixir Golem Mini P.E.K.K.A Royal Hogs

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.

Elixir Golem Mini P.E.K.K.A Royal Hogs 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.

Mini P.E.K.K.A Royal Hogs

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 Royal Hogs
Giant Snowball
Royal Hogs Witch
Zap
Royal Hogs Witch
Barbarian Barrel
Elixir Golem Wizard Royal Hogs Witch
The Log
Elixir Golem Mini P.E.K.K.A Royal Hogs Witch
Earthquake
Elixir Golem Royal Hogs Witch
Arrows
Royal Hogs Witch
Royal Delivery
Elixir Golem Mini P.E.K.K.A Wizard Royal Hogs Witch P.E.K.K.A
Fireball
Elixir Golem Wizard Royal Hogs Witch
Poison
Elixir Golem Wizard Royal Hogs Witch
Lightning
Mini P.E.K.K.A Wizard Witch
Rocket
Wizard Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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 Mini P.E.K.K.A 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 Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Elixir Golem Fireball Mini P.E.K.K.A Wizard Royal Hogs Witch P.E.K.K.A

Shortest cycle

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

14 Arrows Elixir Golem Fireball Mini P.E.K.K.A

Attack Synergies 3 12

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
Fireball Royal Hogs P.E.K.K.A Elixir Golem Mini P.E.K.K.A
Elixir Golem
Arrows Fireball Mini P.E.K.K.A Wizard Witch
Fireball
Arrows Elixir Golem Royal Hogs
Mini P.E.K.K.A
Arrows Elixir Golem Wizard Royal Hogs
Wizard
Elixir Golem Mini P.E.K.K.A Royal Hogs P.E.K.K.A
Royal Hogs
Arrows Fireball Mini P.E.K.K.A Wizard
Witch
Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Wizard Witch

Defense Synergies 0 7

Arrows
Fireball Mini P.E.K.K.A P.E.K.K.A
Elixir Golem
Fireball
Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Fireball Wizard Witch
Wizard
Mini P.E.K.K.A P.E.K.K.A
Royal Hogs
Witch
Mini P.E.K.K.A
P.E.K.K.A
Arrows Wizard

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.

Fireball Wizard
Mini P.E.K.K.A P.E.K.K.A Witch
Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A Witch P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Fireball
Arrows Fireball Wizard Witch
Arrows Fireball P.E.K.K.A
Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A
Witch Arrows Fireball Wizard
Arrows Fireball Wizard Witch
Mini P.E.K.K.A P.E.K.K.A Fireball Wizard Witch
Fireball Wizard Arrows Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Fireball Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Fireball Mini P.E.K.K.A Witch P.E.K.K.A
Arrows Fireball Wizard Witch
Arrows Wizard Witch Fireball
Mini P.E.K.K.A P.E.K.K.A
Wizard Arrows Fireball Mini P.E.K.K.A Witch P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball Witch P.E.K.K.A
Fireball Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Mini P.E.K.K.A Witch
Mini P.E.K.K.A P.E.K.K.A Fireball
P.E.K.K.A Mini P.E.K.K.A Witch
Arrows Fireball Wizard Witch
Mini P.E.K.K.A P.E.K.K.A Fireball Witch
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Fireball Mini P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Witch
P.E.K.K.A Arrows Fireball
Mini P.E.K.K.A P.E.K.K.A Fireball Wizard Witch
Wizard Fireball Witch
Witch Fireball Mini P.E.K.K.A P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Wizard Witch P.E.K.K.A
Arrows Fireball

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
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard Witch
Arrows Wizard Witch
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Mini P.E.K.K.A
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard Witch
Arrows Fireball Wizard
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Wizard
Arrows Fireball Wizard Witch
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Witch
Witch
Arrows Fireball Wizard Witch
Fireball Arrows Wizard Witch
Fireball Arrows
Arrows Fireball Wizard Witch
Fireball Wizard Witch
Fireball Mini P.E.K.K.A
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball Witch
Fireball Arrows Wizard Witch
Arrows Fireball
Fireball Mini P.E.K.K.A Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball Wizard

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