My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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 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.

Missing

Damage spells

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

Zap Arrows

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap 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 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.

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 Zap Arrows Cannon Skeleton Army Wizard Witch P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Arrows Cannon

Attack Synergies 3 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.

Bomber
Zap P.E.K.K.A
Zap
Arrows P.E.K.K.A Bomber Witch
Arrows
Zap P.E.K.K.A
Cannon
Wizard
P.E.K.K.A
Skeleton Army
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Bomber Wizard Witch

Defense Synergies 1 14

Bomber
Zap Cannon P.E.K.K.A
Zap
Cannon Bomber Arrows Skeleton Army Witch P.E.K.K.A
Arrows
Zap Cannon P.E.K.K.A
Cannon
Zap Bomber Arrows Wizard Skeleton Army Witch
Wizard
Cannon Skeleton Army P.E.K.K.A
Skeleton Army
Zap Cannon Wizard
Witch
Zap Cannon
P.E.K.K.A
Bomber Zap Arrows 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 Zap Cannon Wizard
Skeleton Army P.E.K.K.A Zap Cannon Witch
Cannon Skeleton Army Witch P.E.K.K.A Bomber
Cannon Skeleton Army Witch P.E.K.K.A
Bomber Arrows Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bomber Zap Cannon
Zap Arrows Cannon Wizard Witch
Zap Arrows Cannon P.E.K.K.A
Cannon Witch P.E.K.K.A Skeleton Army
Skeleton Army Bomber Cannon
Skeleton Army Witch Bomber Zap Arrows Cannon Wizard
Arrows Zap Wizard Witch
Cannon Skeleton Army P.E.K.K.A Bomber Zap Wizard Witch
Bomber Wizard Skeleton Army Zap Arrows Cannon Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Cannon
Skeleton Army Zap Cannon P.E.K.K.A
Wizard Bomber Arrows Cannon Skeleton Army Witch P.E.K.K.A
Arrows Cannon Bomber Zap Wizard Skeleton Army Witch
Zap Arrows Wizard Witch Bomber Cannon
P.E.K.K.A Cannon
Bomber Wizard Skeleton Army Arrows Cannon 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 Zap Witch P.E.K.K.A
Bomber Zap Arrows Wizard
Skeleton Army P.E.K.K.A Zap Witch
Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Cannon Skeleton Army Witch
Arrows Wizard Zap Witch
Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A 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 Zap Arrows
Skeleton Army P.E.K.K.A Cannon Wizard Witch
Wizard Bomber Cannon Skeleton Army Witch
Skeleton Army Witch Bomber Zap P.E.K.K.A
Arrows Bomber Zap Cannon Wizard Witch P.E.K.K.A
Bomber Zap Arrows Cannon

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

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