My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker 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.

Firecracker Witch P.E.K.K.A 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 Rage Freeze

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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Freeze

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 Freeze 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.

Rage Arrows Firecracker Battle Healer Freeze Witch Goblinstein P.E.K.K.A

Shortest cycle

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

12 Rage Arrows Firecracker Battle Healer

Attack Synergies 3 6

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 Battle Healer Freeze
Firecracker
Battle Healer P.E.K.K.A
Battle Healer
Rage Arrows Firecracker Witch
Rage
Battle Healer Witch
Freeze
Arrows
Witch
Rage Battle Healer P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Witch
Goblinstein

Defense Synergies 0 5

Arrows
Battle Healer P.E.K.K.A
Firecracker
Battle Healer P.E.K.K.A
Battle Healer
Arrows Firecracker Witch
Rage
Freeze
Witch
Battle Healer
P.E.K.K.A
Arrows Firecracker
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.

Firecracker
P.E.K.K.A Firecracker Battle Healer Witch
Witch P.E.K.K.A Freeze
Witch P.E.K.K.A Firecracker
Arrows Firecracker Battle Healer P.E.K.K.A
Arrows Freeze Firecracker
Arrows Firecracker Freeze Witch
Arrows Battle Healer P.E.K.K.A
Witch P.E.K.K.A
Firecracker Battle Healer
Witch Arrows Firecracker Freeze
Arrows Firecracker Witch
P.E.K.K.A Battle Healer Freeze Witch
Arrows Firecracker Freeze Witch P.E.K.K.A
P.E.K.K.A
Freeze P.E.K.K.A
Arrows Firecracker Witch P.E.K.K.A
Arrows Firecracker Battle Healer Witch
Arrows Freeze Witch Firecracker Battle Healer
P.E.K.K.A
Arrows Firecracker Battle Healer Witch 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
Arrows Firecracker Battle Healer
P.E.K.K.A Battle Healer Witch
P.E.K.K.A Battle Healer
P.E.K.K.A Battle Healer Witch
Arrows Firecracker Freeze Witch
P.E.K.K.A Battle Healer Witch
P.E.K.K.A Battle Healer
Freeze P.E.K.K.A Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A Arrows
P.E.K.K.A Witch
Firecracker Witch
Witch Firecracker Battle Healer Freeze P.E.K.K.A
Arrows Firecracker Battle Healer Freeze Witch P.E.K.K.A
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 Firecracker Freeze
Arrows Firecracker
Arrows
Arrows Firecracker Freeze
Arrows Firecracker
Arrows Firecracker Freeze Witch
Arrows Firecracker Witch
Arrows Firecracker Freeze
Arrows Firecracker
Firecracker Arrows
Arrows Firecracker
Firecracker
Arrows Firecracker Freeze
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker
Arrows Freeze
Arrows Firecracker
Arrows Firecracker Witch
Arrows
Arrows
Arrows Firecracker Freeze Witch
Witch
Arrows Firecracker Witch
Arrows Witch
Arrows Firecracker
Arrows Firecracker Witch
Firecracker Freeze Witch
Arrows
Arrows Firecracker Freeze
P.E.K.K.A
Arrows Firecracker
Freeze Witch
Arrows Firecracker Witch
Freeze
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker Freeze Witch
Firecracker Witch
Firecracker Freeze Witch
P.E.K.K.A
Firecracker

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