My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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.

Minions 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.

Bomber Battle Ram Wizard Witch P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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 Battle Ram 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.

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Minions Skeleton Army Battle Ram Wizard Witch P.E.K.K.A

Shortest cycle

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

11 Bomber Arrows Minions Skeleton Army

Attack Synergies 1 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.

Bomber
Minions Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram
Minions
Bomber Battle Ram P.E.K.K.A
Battle Ram
Bomber Arrows Minions Witch P.E.K.K.A
Wizard
P.E.K.K.A
Skeleton Army
Witch
Battle Ram P.E.K.K.A
P.E.K.K.A
Arrows Bomber Minions Battle Ram Wizard Witch

Defense Synergies 0 5

Bomber
P.E.K.K.A
Arrows
P.E.K.K.A
Minions
P.E.K.K.A
Battle Ram
Wizard
Skeleton Army P.E.K.K.A
Skeleton Army
Wizard
Witch
P.E.K.K.A
Bomber Arrows Minions 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.

Bomber Minions Wizard
Skeleton Army P.E.K.K.A Bomber Minions Witch
Skeleton Army Witch P.E.K.K.A Bomber Minions
Skeleton Army Witch P.E.K.K.A Bomber Minions
Bomber Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bomber Minions
Minions Arrows Wizard Witch
Arrows P.E.K.K.A
Witch P.E.K.K.A Minions Skeleton Army
Skeleton Army Bomber
Minions Skeleton Army Witch Bomber Arrows Wizard
Arrows Minions Wizard Witch
Skeleton Army P.E.K.K.A Bomber Minions Wizard Witch
Bomber Wizard Skeleton Army Arrows Minions Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Wizard Bomber Arrows Minions Skeleton Army Witch P.E.K.K.A
Arrows Bomber Minions Wizard Skeleton Army Witch
Arrows Wizard Witch Bomber Minions
P.E.K.K.A
Bomber Wizard Skeleton Army Arrows Minions Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A
Bomber Arrows Wizard
Skeleton Army P.E.K.K.A Minions Witch
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army Witch
Arrows Wizard Minions Witch
Skeleton Army P.E.K.K.A Minions Witch
P.E.K.K.A Skeleton Army
P.E.K.K.A Minions Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Minions Witch
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Wizard Witch
Wizard Bomber Skeleton Army Witch
Skeleton Army Witch Bomber Minions P.E.K.K.A
Arrows Minions Bomber Wizard Witch P.E.K.K.A
Arrows

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
Arrows
Arrows
Arrows
Bomber Wizard Arrows
Arrows Wizard Minions Witch
Bomber Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Minions
Arrows Wizard
Arrows Wizard
Arrows Minions
Arrows
Bomber Arrows Wizard Witch
Arrows Wizard
Arrows
Bomber Minions
Bomber Arrows Wizard
Bomber Arrows Wizard Witch
Minions
Arrows Wizard
Arrows
Arrows Bomber Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Arrows Wizard Witch
Minions Wizard Witch
Bomber Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Minions Skeleton Army Witch
Arrows Wizard Witch
Arrows
Wizard
Arrows Bomber Wizard
Arrows
P.E.K.K.A
Minions Witch
Witch
Witch

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