My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

1 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 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Wizard Witch Balloon Giant Skeleton P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rocket

Punishments

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

Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Balloon Giant Skeleton 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.

Balloon Giant Skeleton

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
Skeleton Army Balloon Giant Skeleton
Giant Snowball
Barbarians Skeleton Army Witch Balloon
Zap
Skeleton Army Witch Balloon
Barbarian Barrel
Barbarians Wizard Skeleton Army Witch Giant Skeleton
The Log
Barbarians Skeleton Army Witch Giant Skeleton
Earthquake
Barbarians Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Barbarians Wizard Skeleton Army Witch Balloon Giant Skeleton P.E.K.K.A
Fireball
Barbarians Wizard Skeleton Army Witch Balloon
Poison
Barbarians Wizard Skeleton Army Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Barbarians Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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.

Rocket Skeleton Army Giant Skeleton 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.

Skeleton Army

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.

Barbarians 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Barbarians Wizard Witch Balloon Rocket Giant Skeleton P.E.K.K.A

Shortest cycle

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

18 Skeleton Army Barbarians Wizard Witch

Attack Synergies 0 7

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.

Barbarians
Balloon
Wizard
Balloon Giant Skeleton P.E.K.K.A
Rocket
Skeleton Army
Witch
Giant Skeleton P.E.K.K.A
Balloon
Barbarians Wizard Giant Skeleton
Giant Skeleton
Wizard Witch Balloon
P.E.K.K.A
Wizard Witch

Defense Synergies 0 6

Barbarians
Skeleton Army
Wizard
Skeleton Army Giant Skeleton P.E.K.K.A
Rocket
Skeleton Army
Barbarians Wizard Giant Skeleton
Witch
Giant Skeleton
Balloon
Giant Skeleton
Wizard Skeleton Army Witch
P.E.K.K.A
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.

Rocket Wizard
Barbarians Skeleton Army P.E.K.K.A Witch
Barbarians Rocket Skeleton Army Witch P.E.K.K.A Giant Skeleton
Barbarians Skeleton Army Witch P.E.K.K.A
Barbarians Rocket Skeleton Army Giant Skeleton P.E.K.K.A
Skeleton Army
Rocket Wizard Witch
Rocket Barbarians Giant Skeleton P.E.K.K.A
Barbarians Witch P.E.K.K.A Skeleton Army
Skeleton Army Barbarians Giant Skeleton
Barbarians Skeleton Army Witch Wizard Giant Skeleton
Wizard Witch
Barbarians Skeleton Army P.E.K.K.A Wizard Rocket Witch Giant Skeleton
Wizard Rocket Skeleton Army Barbarians Witch P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A
Barbarians Rocket Skeleton Army P.E.K.K.A
Barbarians Wizard Skeleton Army Witch P.E.K.K.A
Barbarians Wizard Skeleton Army Witch
Wizard Witch Barbarians Giant Skeleton
Barbarians P.E.K.K.A
Wizard Skeleton Army Barbarians Witch Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Skeleton Army Witch Giant Skeleton P.E.K.K.A
Wizard Rocket
Barbarians Skeleton Army Giant Skeleton P.E.K.K.A Rocket Witch
Rocket Skeleton Army Giant Skeleton P.E.K.K.A Barbarians
Barbarians Giant Skeleton P.E.K.K.A Skeleton Army Witch
Wizard Rocket Witch
Rocket Skeleton Army P.E.K.K.A Barbarians Witch Giant Skeleton
Giant Skeleton P.E.K.K.A Barbarians Skeleton Army
Rocket Giant Skeleton P.E.K.K.A Barbarians Skeleton Army Witch
Witch P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians Witch Giant Skeleton
Rocket Skeleton Army P.E.K.K.A Barbarians Giant Skeleton
Barbarians Rocket Skeleton Army Giant Skeleton P.E.K.K.A Wizard Witch
Wizard Barbarians Skeleton Army Witch
Barbarians Skeleton Army Witch Rocket Giant Skeleton P.E.K.K.A
Barbarians Wizard Witch Giant Skeleton P.E.K.K.A

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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Barbarians Rocket Giant Skeleton
Wizard Rocket
Wizard Rocket Witch
Wizard Witch
Wizard
Wizard
Rocket
Rocket Wizard
Wizard Rocket
Rocket
Rocket
Rocket Wizard Witch
Wizard Rocket
Rocket
Rocket
Rocket Wizard
Rocket Wizard Witch
Rocket Giant Skeleton
Rocket Wizard
Rocket
Rocket Barbarians
Wizard Witch
Witch
Wizard Witch
Wizard Witch
Rocket
Wizard Witch
Rocket Wizard Witch
Wizard Rocket
Rocket
P.E.K.K.A Giant Skeleton
Rocket Wizard
Barbarians Rocket Skeleton Army Witch
Rocket Wizard Witch
Wizard Rocket
Wizard
Rocket Giant Skeleton
P.E.K.K.A
Rocket Witch Giant Skeleton
Rocket Witch
Rocket Witch Giant Skeleton
P.E.K.K.A
Wizard Rocket

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