My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Witch Electro Wizard 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.

Firecracker Witch P.E.K.K.A Electro Wizard Night Witch Mega Knight 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

Punishments

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

Mega Knight 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.

P.E.K.K.A Mega Knight

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 Electro Wizard 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
Night Witch
Giant Snowball
Witch Night Witch
Zap
Firecracker Witch Night Witch
Barbarian Barrel
Firecracker Witch Electro Wizard Night Witch
The Log
Firecracker Witch
Earthquake
Firecracker Witch
Arrows
Firecracker Witch Night Witch
Royal Delivery
Firecracker Witch P.E.K.K.A Electro Wizard Night Witch
Fireball
Firecracker Witch Electro Wizard Night Witch
Poison
Firecracker Witch Electro Wizard Night Witch
Lightning
Witch Electro Wizard Night Witch
Rocket
Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 P.E.K.K.A Night Witch 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 Electro Wizard

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 Firecracker Electro Wizard Night Witch Golden Knight Witch P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Firecracker Electro Wizard Night Witch

Attack Synergies 2 9

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 Night Witch Mega Knight
Firecracker
P.E.K.K.A Mega Knight
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Electro Wizard Firecracker Witch Night Witch
Electro Wizard
P.E.K.K.A Mega Knight
Night Witch
Arrows P.E.K.K.A Mega Knight
Mega Knight
Arrows Firecracker Witch Electro Wizard Night Witch
Golden Knight

Defense Synergies 1 13

Arrows
Mega Knight P.E.K.K.A Golden Knight
Firecracker
P.E.K.K.A Electro Wizard Night Witch Mega Knight Golden Knight
Witch
Electro Wizard Mega Knight
P.E.K.K.A
Arrows Firecracker Electro Wizard
Electro Wizard
Firecracker Witch P.E.K.K.A Night Witch Mega Knight
Night Witch
Firecracker Electro Wizard Mega Knight
Mega Knight
Arrows Firecracker Witch Electro Wizard Night Witch
Golden Knight
Arrows Firecracker

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 Electro Wizard Golden Knight
P.E.K.K.A Firecracker Witch Electro Wizard Night Witch Mega Knight
Witch P.E.K.K.A Mega Knight Electro Wizard Night Witch
Witch P.E.K.K.A Night Witch Firecracker Electro Wizard Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Firecracker Electro Wizard Night Witch Mega Knight
Electro Wizard Arrows Firecracker Witch Night Witch
Arrows P.E.K.K.A Electro Wizard Mega Knight Golden Knight
Witch P.E.K.K.A Night Witch
Firecracker Electro Wizard Night Witch Mega Knight
Witch Electro Wizard Arrows Firecracker Night Witch Mega Knight
Arrows Firecracker Witch Electro Wizard Night Witch
P.E.K.K.A Night Witch Mega Knight Witch Electro Wizard
Mega Knight Arrows Firecracker Witch P.E.K.K.A Electro Wizard Night Witch Golden Knight
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Arrows Firecracker Witch P.E.K.K.A Electro Wizard Night Witch
Arrows Mega Knight Firecracker Witch Electro Wizard Night Witch Golden Knight
Arrows Witch Firecracker Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Arrows Firecracker Witch P.E.K.K.A Electro Wizard Night Witch

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 Electro Wizard
Electro Wizard Arrows Firecracker Mega Knight
P.E.K.K.A Mega Knight Witch Electro Wizard Golden Knight
P.E.K.K.A Mega Knight Electro Wizard Night Witch
P.E.K.K.A Witch Night Witch Mega Knight
Arrows Firecracker Witch Electro Wizard
P.E.K.K.A Witch Electro Wizard Night Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Golden Knight
P.E.K.K.A Mega Knight Arrows Electro Wizard
P.E.K.K.A Mega Knight Witch Night Witch Golden Knight
Firecracker Witch Mega Knight
Witch Electro Wizard Firecracker P.E.K.K.A Night Witch Golden Knight
Arrows Mega Knight Firecracker Witch P.E.K.K.A Electro Wizard Golden Knight
Arrows Electro Wizard

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 Golden Knight
Arrows Firecracker Electro Wizard Golden Knight
Arrows
Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker Golden Knight
Electro Wizard Night Witch
Firecracker Arrows Electro Wizard Golden Knight
Arrows Firecracker
Firecracker Golden Knight
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Witch Golden Knight
Arrows Firecracker Mega Knight
Arrows
Night Witch
Arrows Firecracker Electro Wizard Mega Knight
Arrows Firecracker Witch Mega Knight Golden Knight
Night Witch Mega Knight
Arrows
Arrows
Arrows Firecracker Witch Mega Knight
Witch
Arrows Firecracker Witch Electro Wizard Golden Knight
Arrows Witch Mega Knight Golden Knight
Arrows Firecracker Golden Knight
Arrows Firecracker Witch Electro Wizard Night Witch
Electro Wizard Firecracker Witch
Night Witch
Arrows Night Witch Mega Knight
Arrows Firecracker Electro Wizard
P.E.K.K.A Mega Knight
Arrows Firecracker
Electro Wizard Witch Night Witch
Arrows Firecracker Witch Electro Wizard
Arrows
Firecracker Electro Wizard Mega Knight
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A Mega Knight
Firecracker Witch Electro Wizard Golden Knight
Firecracker Witch Electro Wizard
Firecracker Witch Electro Wizard Mega Knight Golden Knight
P.E.K.K.A
Firecracker Mega Knight

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