My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard

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.

Bomber Witch P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows The Log

Punishments

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

Wall Breakers

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.

Wall Breakers 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.

Electro Wizard

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
Bomber Wall Breakers
Giant Snowball
Bomber Cannon Wall Breakers Witch
Zap
Bomber Cannon Wall Breakers Witch
Barbarian Barrel
Bomber Cannon Wall Breakers Witch Electro Wizard
The Log
Bomber Cannon Wall Breakers Witch
Earthquake
Bomber Cannon Witch
Arrows
Bomber Wall Breakers Witch
Royal Delivery
Bomber Wall Breakers Witch P.E.K.K.A Electro Wizard
Fireball
Bomber Cannon Wall Breakers Witch Electro Wizard
Poison
Bomber Cannon Witch Electro Wizard
Lightning
Cannon Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows The Log

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Wall Breakers The Log Arrows Cannon Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Bomber Wall Breakers The Log Arrows

Attack Synergies 2 6

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.

Bomber
P.E.K.K.A
Arrows
P.E.K.K.A Wall Breakers
Cannon
Wall Breakers
Arrows The Log Electro Wizard
Witch
P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Bomber Witch The Log
The Log
Wall Breakers P.E.K.K.A
Electro Wizard
P.E.K.K.A Wall Breakers

Defense Synergies 2 12

Bomber
Cannon P.E.K.K.A The Log Electro Wizard
Arrows
Cannon P.E.K.K.A
Cannon
The Log Bomber Arrows Witch Electro Wizard
Wall Breakers
Witch
Cannon The Log Electro Wizard
P.E.K.K.A
The Log Bomber Arrows Electro Wizard
The Log
Cannon P.E.K.K.A Bomber Witch Electro Wizard
Electro Wizard
Bomber Cannon Witch P.E.K.K.A The Log

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.

Bomber Cannon The Log Electro Wizard
P.E.K.K.A Cannon Witch The Log Electro Wizard
Cannon Witch P.E.K.K.A Bomber Electro Wizard
Cannon Witch P.E.K.K.A Electro Wizard
Bomber Arrows P.E.K.K.A The Log
Arrows The Log Bomber Cannon Electro Wizard
Electro Wizard Arrows Cannon Witch
Arrows Cannon P.E.K.K.A The Log Electro Wizard
Cannon Witch P.E.K.K.A
Bomber Cannon Electro Wizard
Witch Electro Wizard Bomber Arrows Cannon The Log
Arrows Witch Electro Wizard
Cannon P.E.K.K.A Bomber Witch The Log Electro Wizard
Bomber Arrows Cannon Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Cannon P.E.K.K.A The Log Electro Wizard
Bomber Arrows Cannon Witch P.E.K.K.A Electro Wizard
Arrows Cannon Bomber Witch The Log Electro Wizard
Arrows Witch The Log Bomber Cannon Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Bomber Arrows Cannon Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Witch P.E.K.K.A Electro Wizard
Electro Wizard Bomber Arrows The Log
P.E.K.K.A Witch The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Cannon Witch
Arrows Witch Electro Wizard
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Witch The Log
Witch P.E.K.K.A Cannon
P.E.K.K.A Witch
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Cannon Witch
Bomber Cannon Witch
Witch Electro Wizard Bomber P.E.K.K.A The Log
Arrows Bomber Cannon Witch P.E.K.K.A The Log Electro Wizard
Bomber Arrows Cannon 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 The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Bomber Arrows The Log
Arrows Witch
Bomber Arrows Witch The Log
Arrows The Log
Arrows The Log
Electro Wizard
Arrows The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Bomber Arrows Witch The Log
Arrows The Log
Arrows
Bomber
Bomber Arrows The Log Electro Wizard
Bomber Arrows Witch The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Bomber Witch
Witch
Arrows The Log Witch Electro Wizard
Arrows Witch The Log
Arrows The Log
Arrows Witch Electro Wizard
Electro Wizard Witch
Bomber Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Witch
Arrows Witch Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log Bomber
Arrows
P.E.K.K.A
Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard
P.E.K.K.A

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