My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Witch P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

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

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.

Goblin Barrel

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

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

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 Skeleton Army 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.

Fireball Goblin Barrel 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.

Fireball Goblin Barrel 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.

Berserker Arrows Cannon Goblin Barrel Skeleton Army Fireball Witch P.E.K.K.A

Shortest cycle

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

11 Berserker Arrows Cannon Goblin Barrel

Attack Synergies 2 5

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.

Berserker
Goblin Barrel
Arrows
Fireball P.E.K.K.A Goblin Barrel
Cannon
Fireball
Arrows
Goblin Barrel
Berserker Arrows Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Witch
P.E.K.K.A
P.E.K.K.A
Arrows Goblin Barrel Witch

Defense Synergies 0 6

Berserker
Arrows
Cannon Fireball P.E.K.K.A
Cannon
Arrows Fireball Skeleton Army Witch
Fireball
Arrows Cannon
Goblin Barrel
Skeleton Army
Cannon
Witch
Cannon
P.E.K.K.A
Arrows

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.

Cannon Fireball
Skeleton Army P.E.K.K.A Cannon Witch
Cannon Skeleton Army Witch P.E.K.K.A
Cannon Skeleton Army Witch P.E.K.K.A
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Cannon
Arrows Cannon Fireball Witch
Arrows Cannon Fireball P.E.K.K.A
Cannon Witch P.E.K.K.A Skeleton Army
Skeleton Army Cannon
Berserker Skeleton Army Witch Arrows Cannon Fireball
Arrows Fireball Witch
Cannon Skeleton Army P.E.K.K.A Fireball Witch
Fireball Skeleton Army Arrows Cannon Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Cannon
Skeleton Army Cannon Fireball P.E.K.K.A
Arrows Cannon Fireball Skeleton Army Witch P.E.K.K.A
Arrows Cannon Fireball Skeleton Army Witch
Arrows Witch Cannon Fireball
P.E.K.K.A Cannon
Skeleton Army Arrows Cannon Fireball Witch P.E.K.K.A
P.E.K.K.A Cannon Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Fireball Witch P.E.K.K.A
Fireball Arrows
Skeleton Army P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Cannon Skeleton Army Witch
Arrows Fireball Witch
Skeleton Army P.E.K.K.A Fireball Witch
P.E.K.K.A Skeleton Army
P.E.K.K.A Fireball Skeleton Army Witch
Witch P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Cannon Fireball Witch
Cannon Fireball Skeleton Army Witch
Skeleton Army Witch Fireball P.E.K.K.A
Arrows Cannon Fireball Witch P.E.K.K.A
Arrows Cannon 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
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball Arrows
Arrows Fireball Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Arrows Fireball Witch
Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Fireball Skeleton Army Witch
Fireball Arrows Witch
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: