My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

2 warnings Why?

Deck tips

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

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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Battle Ram Wizard Witch

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.

Fireball Freeze

Punishments

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

Mini P.E.K.K.A Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Freeze

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.

Mini P.E.K.K.A Battle Ram Skeleton Army Freeze

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 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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Cannon Skeleton Army Fireball Mini P.E.K.K.A Battle Ram Freeze Wizard Witch

Shortest cycle

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

14 Cannon Skeleton Army Fireball Mini P.E.K.K.A

Attack Synergies 0 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.

Cannon
Fireball
Battle Ram Freeze
Mini P.E.K.K.A
Wizard
Battle Ram
Fireball Freeze Witch
Wizard
Mini P.E.K.K.A
Skeleton Army
Freeze
Fireball Battle Ram
Witch
Battle Ram

Defense Synergies 0 14

Cannon
Fireball Mini P.E.K.K.A Wizard Skeleton Army Witch
Fireball
Cannon Mini P.E.K.K.A Freeze
Mini P.E.K.K.A
Cannon Fireball Wizard Skeleton Army Freeze Witch
Battle Ram
Wizard
Cannon Mini P.E.K.K.A Skeleton Army Freeze
Skeleton Army
Cannon Mini P.E.K.K.A Wizard Freeze
Freeze
Fireball Mini P.E.K.K.A Wizard Skeleton Army
Witch
Cannon Mini P.E.K.K.A

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 Wizard
Mini P.E.K.K.A Skeleton Army Cannon Witch
Cannon Mini P.E.K.K.A Skeleton Army Witch Freeze
Cannon Mini P.E.K.K.A Skeleton Army Witch
Fireball Mini P.E.K.K.A Skeleton Army
Fireball Skeleton Army Freeze Cannon
Cannon Fireball Wizard Freeze Witch
Cannon Fireball
Cannon Mini P.E.K.K.A Witch Skeleton Army
Skeleton Army Cannon Mini P.E.K.K.A
Skeleton Army Witch Cannon Fireball Wizard Freeze
Fireball Wizard Witch
Cannon Mini P.E.K.K.A Skeleton Army Fireball Wizard Freeze Witch
Fireball Wizard Skeleton Army Cannon Mini P.E.K.K.A Freeze Witch
Mini P.E.K.K.A Skeleton Army Cannon
Skeleton Army Cannon Fireball Mini P.E.K.K.A Freeze
Wizard Cannon Fireball Mini P.E.K.K.A Skeleton Army Witch
Cannon Fireball Wizard Skeleton Army Witch
Wizard Freeze Witch Cannon Fireball
Mini P.E.K.K.A Cannon
Wizard Skeleton Army Cannon Fireball Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Fireball Witch
Fireball Mini P.E.K.K.A Wizard
Skeleton Army Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Fireball
Cannon Mini P.E.K.K.A Skeleton Army Witch
Fireball Wizard Freeze Witch
Mini P.E.K.K.A Skeleton Army Fireball Witch
Mini P.E.K.K.A Skeleton Army
Freeze Fireball Mini P.E.K.K.A Skeleton Army Witch
Witch Cannon Skeleton Army
Mini P.E.K.K.A Witch
Skeleton Army Fireball
Mini P.E.K.K.A Skeleton Army Cannon Fireball Wizard Witch
Wizard Cannon Fireball Skeleton Army Witch
Skeleton Army Witch Fireball Mini P.E.K.K.A Freeze
Cannon Fireball Mini P.E.K.K.A Wizard Freeze Witch
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 Freeze
Fireball
Fireball
Fireball Freeze
Fireball Wizard
Fireball Wizard Freeze Witch
Wizard Witch
Fireball Wizard Freeze
Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Wizard
Fireball
Fireball Freeze
Fireball
Fireball Wizard Witch
Fireball Wizard
Fireball Freeze
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Freeze Fireball Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Witch
Fireball Wizard Freeze Witch
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Freeze
Fireball Wizard
Fireball Skeleton Army Freeze Witch
Fireball Wizard Witch
Freeze
Fireball
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Freeze Witch
Fireball Witch
Fireball Freeze Witch
Fireball Wizard

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