My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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.

Witch Ram Rider

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.

Knight Witch Balloon Ram Rider

Offensive cards

Win conditions

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

Balloon Ram Rider

Damage spells

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

Arrows Fireball Rage

Punishments

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

Mini P.E.K.K.A Balloon Ram Rider

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.

Knight Mini P.E.K.K.A Balloon Ram Rider

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 Balloon Ram Rider

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
Balloon Ram Rider
Giant Snowball
Witch Balloon Ram Rider
Zap
Witch Balloon Ram Rider
Barbarian Barrel
Knight Witch
The Log
Mini P.E.K.K.A Witch Ram Rider
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Mini P.E.K.K.A Witch Balloon Ram Rider
Fireball
Witch Balloon Ram Rider
Poison
Witch Balloon
Lightning
Knight Mini P.E.K.K.A Witch Balloon Ram Rider
Rocket
Witch Balloon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Knight Mini P.E.K.K.A Rage

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 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.

Rage Arrows Knight Fireball Mini P.E.K.K.A Witch Balloon Ram Rider

Shortest cycle

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

12 Rage Arrows Knight Fireball

Attack Synergies 5 10

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 Balloon Knight Mini P.E.K.K.A Ram Rider
Knight
Balloon Arrows Fireball Witch Ram Rider
Fireball
Arrows Knight Ram Rider
Mini P.E.K.K.A
Arrows Rage Ram Rider
Rage
Witch Balloon Mini P.E.K.K.A
Witch
Rage Knight Ram Rider
Balloon
Arrows Knight Rage
Ram Rider
Arrows Knight Fireball Mini P.E.K.K.A Witch

Defense Synergies 0 10

Arrows
Knight Fireball Mini P.E.K.K.A
Knight
Arrows Fireball Mini P.E.K.K.A Witch
Fireball
Arrows Knight Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A
Arrows Knight Fireball Witch Ram Rider
Rage
Witch
Knight Mini P.E.K.K.A
Balloon
Ram Rider
Fireball Mini P.E.K.K.A

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.

Knight Fireball Ram Rider
Mini P.E.K.K.A Knight Witch Ram Rider
Mini P.E.K.K.A Witch Ram Rider Knight
Mini P.E.K.K.A Witch Knight Ram Rider
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball
Ram Rider Arrows Fireball Witch
Arrows Fireball Ram Rider
Mini P.E.K.K.A Witch
Knight Mini P.E.K.K.A
Witch Arrows Knight Fireball Ram Rider
Arrows Fireball Witch Ram Rider
Mini P.E.K.K.A Knight Fireball Witch Ram Rider
Fireball Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A Knight Ram Rider
Fireball Mini P.E.K.K.A Ram Rider
Arrows Knight Fireball Mini P.E.K.K.A Witch
Arrows Fireball Knight Witch Ram Rider
Arrows Witch Knight Fireball Ram Rider
Mini P.E.K.K.A Ram Rider
Arrows Knight Fireball Mini P.E.K.K.A Witch
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Fireball Witch
Fireball Arrows Knight Mini P.E.K.K.A
Knight Mini P.E.K.K.A Witch Ram Rider
Mini P.E.K.K.A Knight Fireball Ram Rider
Knight Mini P.E.K.K.A Witch Ram Rider
Arrows Fireball Witch Ram Rider
Mini P.E.K.K.A Knight Fireball Witch Ram Rider
Mini P.E.K.K.A Knight
Knight Fireball Mini P.E.K.K.A Witch
Witch
Knight Mini P.E.K.K.A Witch
Arrows Fireball
Mini P.E.K.K.A Knight Fireball Witch Ram Rider
Fireball Witch
Witch Knight Fireball Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Witch
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 Knight
Arrows Fireball Ram Rider
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Witch Ram Rider
Arrows Witch
Arrows Fireball Ram Rider
Arrows Fireball Ram Rider
Fireball Mini P.E.K.K.A
Arrows Knight Fireball Ram Rider
Fireball Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch Ram Rider
Fireball Arrows Witch Ram Rider
Fireball Arrows
Arrows Fireball Witch
Fireball Witch
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Witch
Fireball Arrows Witch Ram Rider
Arrows Fireball
Fireball Knight Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Fireball Witch
Fireball Witch
Fireball Witch
Fireball

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