My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

Witch Ice Wizard

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.

Royal Giant Elixir Golem Witch Electro Giant Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Electro Giant

Damage spells

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

Arrows Poison

Punishments

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

Royal Giant Elixir Golem Mini P.E.K.K.A Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Elixir Golem Mini P.E.K.K.A Electro Giant

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison Witch Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison Electro Giant Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Poison Electro Giant Ice Wizard

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.

Royal Giant

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 Ice 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.

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 Ice Wizard Mini P.E.K.K.A Poison Witch Royal Giant Electro Giant

Shortest cycle

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

13 Arrows Elixir Golem Ice Wizard Mini P.E.K.K.A

Attack Synergies 4 8

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
Royal Giant Elixir Golem Mini P.E.K.K.A
Royal Giant
Arrows Poison Ice Wizard Witch
Elixir Golem
Poison Arrows Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A
Arrows Elixir Golem Electro Giant Ice Wizard
Poison
Royal Giant Elixir Golem
Witch
Royal Giant Elixir Golem
Electro Giant
Mini P.E.K.K.A
Ice Wizard
Royal Giant Elixir Golem Mini P.E.K.K.A

Defense Synergies 0 8

Arrows
Mini P.E.K.K.A Ice Wizard
Royal Giant
Elixir Golem
Mini P.E.K.K.A
Arrows Witch Electro Giant Ice Wizard
Poison
Ice Wizard
Witch
Mini P.E.K.K.A Ice Wizard
Electro Giant
Mini P.E.K.K.A Ice Wizard
Ice Wizard
Arrows Mini P.E.K.K.A Poison Witch Electro Giant

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.

Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A Witch Ice Wizard
Arrows Mini P.E.K.K.A Poison
Arrows Ice Wizard
Arrows Poison Witch Ice Wizard
Arrows Poison Electro Giant
Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A Ice Wizard
Poison Witch Ice Wizard Arrows Electro Giant
Arrows Poison Witch Ice Wizard
Mini P.E.K.K.A Witch Ice Wizard
Arrows Mini P.E.K.K.A Poison Witch
Mini P.E.K.K.A
Mini P.E.K.K.A Electro Giant
Arrows Mini P.E.K.K.A Poison Witch
Arrows Witch Ice Wizard
Arrows Poison Witch Ice Wizard
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Poison Witch Electro Giant

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Electro Giant
Poison Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Mini P.E.K.K.A Witch
Arrows Poison Electro Giant Witch Ice Wizard
Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A
Mini P.E.K.K.A Poison Witch
Witch
Mini P.E.K.K.A Witch
Arrows Poison Electro Giant
Mini P.E.K.K.A Witch
Witch Electro Giant
Witch Electro Giant Mini P.E.K.K.A Poison
Arrows Poison Mini P.E.K.K.A Witch Electro Giant Ice Wizard
Arrows Ice 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.)

Poison Arrows
Arrows Poison Ice Wizard
Arrows Poison
Arrows Poison
Poison Arrows
Arrows Poison Electro Giant Witch Ice Wizard
Arrows Poison Witch
Arrows Poison Ice Wizard
Arrows Poison
Mini P.E.K.K.A Poison
Poison Arrows
Poison Arrows
Poison
Arrows Poison
Arrows Poison
Arrows Poison Witch
Arrows Poison
Arrows Poison
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Poison
Arrows Poison Witch Electro Giant
Poison
Arrows Poison
Arrows Poison
Arrows Poison Electro Giant Witch Ice Wizard
Witch
Arrows Poison Witch Ice Wizard
Arrows Poison Witch
Poison Arrows
Poison Arrows Witch Electro Giant Ice Wizard
Poison Witch Electro Giant
Mini P.E.K.K.A
Poison Arrows
Arrows Poison
Arrows Poison
Witch
Poison Arrows Witch Ice Wizard
Arrows
Poison Mini P.E.K.K.A
Arrows Poison
Arrows Poison Electro Giant
Electro Giant Poison Witch
Poison Witch
Poison Witch Electro Giant

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: