My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon 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 Wizard Baby Dragon 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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Baby Dragon

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.

Guards Skeleton Army Baby Dragon 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Guards Skeleton Army Baby Dragon Wizard Witch P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Guards 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
Zap Baby Dragon P.E.K.K.A
Zap
P.E.K.K.A Bomber Guards Baby Dragon Witch
Wizard
P.E.K.K.A
Guards
Zap
Skeleton Army
Baby Dragon
Bomber Zap Witch P.E.K.K.A
Witch
Zap Baby Dragon P.E.K.K.A
P.E.K.K.A
Zap Bomber Wizard Baby Dragon Witch

Defense Synergies 0 16

Bomber
Zap Guards P.E.K.K.A
Zap
Bomber Guards Skeleton Army Baby Dragon Witch P.E.K.K.A
Wizard
Guards Skeleton Army P.E.K.K.A
Guards
Bomber Zap Wizard Skeleton Army Baby Dragon Witch
Skeleton Army
Zap Wizard Guards
Baby Dragon
Zap Guards Witch P.E.K.K.A
Witch
Zap Guards Baby Dragon
P.E.K.K.A
Bomber Zap Wizard Baby Dragon

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 Wizard Baby Dragon
Skeleton Army P.E.K.K.A Zap Witch
Skeleton Army Witch P.E.K.K.A Bomber
Skeleton Army Witch P.E.K.K.A Guards
Bomber Skeleton Army P.E.K.K.A
Skeleton Army Bomber Zap Guards Baby Dragon
Zap Wizard Baby Dragon Witch
Zap Baby Dragon P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Guards Skeleton Army Bomber
Guards Skeleton Army Witch Bomber Zap Wizard Baby Dragon
Zap Wizard Baby Dragon Witch
Skeleton Army P.E.K.K.A Bomber Zap Wizard Guards Witch
Bomber Wizard Skeleton Army Zap Guards Baby Dragon Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Bomber Skeleton Army Witch P.E.K.K.A
Bomber Zap Wizard Guards Skeleton Army Baby Dragon Witch
Zap Wizard Baby Dragon Witch Bomber Guards
P.E.K.K.A
Bomber Wizard Skeleton Army Guards Baby Dragon Witch P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeleton Army Zap Witch P.E.K.K.A
Bomber Zap Wizard Baby Dragon
Guards Skeleton Army P.E.K.K.A Zap Witch
Guards Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Guards Skeleton Army Witch
Wizard Zap Baby Dragon Witch
Guards Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Skeleton Army Baby Dragon Witch
Witch P.E.K.K.A Guards Skeleton Army
P.E.K.K.A Guards Witch
Skeleton Army P.E.K.K.A Zap Guards
Skeleton Army P.E.K.K.A Wizard Guards Witch
Wizard Bomber Skeleton Army Baby Dragon Witch
Guards Skeleton Army Witch Bomber Zap Baby Dragon P.E.K.K.A
Bomber Zap Wizard Baby Dragon Witch P.E.K.K.A
Bomber Zap

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.)

Guards Baby Dragon
Zap Baby Dragon
Baby Dragon
Guards
Bomber Wizard Zap Baby Dragon
Wizard Zap Baby Dragon Witch
Bomber Wizard Baby Dragon Witch
Zap Wizard Baby Dragon
Zap Wizard
Guards
Zap Wizard
Zap Wizard Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Bomber Zap Wizard Baby Dragon Witch
Wizard Baby Dragon
Bomber
Bomber Zap Wizard Baby Dragon
Bomber Zap Wizard Baby Dragon Witch
Baby Dragon
Wizard
Zap Baby Dragon
Zap Bomber Wizard Baby Dragon Witch
Witch
Zap Wizard Baby Dragon Witch
Zap Wizard Baby Dragon Witch
Zap Baby Dragon
Zap Wizard Baby Dragon Witch
Zap Wizard Guards Witch
Bomber Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Guards Skeleton Army Witch
Zap Wizard Baby Dragon Witch
Wizard Baby Dragon
Bomber Zap Wizard Baby Dragon
Zap
P.E.K.K.A
Zap Guards Baby Dragon Witch
Zap Witch
Zap Baby Dragon Witch
P.E.K.K.A
Wizard

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