My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!
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!
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.

Hunter 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.

Royal Recruits Battle Ram Rune Giant Hunter 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 Rune Giant

Damage spells

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

Rocket

Punishments

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

Royal Recruits Battle Ram

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Recruits Battle Ram Rune Giant 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
Royal Recruits Battle Ram
Giant Snowball
Cannon Royal Recruits Battle Ram Witch
Zap
Cannon Battle Ram Witch
Barbarian Barrel
Cannon Royal Recruits Battle Ram Hunter Witch
The Log
Cannon Royal Recruits Battle Ram Hunter Witch
Earthquake
Cannon Witch
Arrows
Royal Recruits Witch
Royal Delivery
Royal Recruits Battle Ram Hunter Witch P.E.K.K.A
Fireball
Cannon Battle Ram Hunter Witch
Poison
Cannon Royal Recruits Hunter Witch
Lightning
Cannon Battle Ram Hunter Witch
Rocket
Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Rocket Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Hunter

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.

Royal Recruits Battle Ram Rocket Rune Giant 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

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 Battle Ram Rune Giant Hunter Witch Rocket Royal Recruits P.E.K.K.A

Shortest cycle

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

15 Cannon Battle Ram Rune Giant Hunter

Attack Synergies 0 7

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
Royal Recruits
Battle Ram
Battle Ram
Royal Recruits Hunter Witch P.E.K.K.A
Rocket
Rune Giant
Hunter
Hunter
Battle Ram Rune Giant P.E.K.K.A
Witch
Battle Ram P.E.K.K.A
P.E.K.K.A
Battle Ram Hunter Witch

Defense Synergies 0 5

Cannon
Royal Recruits Rocket Hunter Witch
Royal Recruits
Cannon
Battle Ram
Rocket
Cannon
Rune Giant
Hunter
Cannon P.E.K.K.A
Witch
Cannon
P.E.K.K.A
Hunter

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.

Rocket Cannon Royal Recruits
Hunter P.E.K.K.A Cannon Royal Recruits Witch
Cannon Rocket Hunter Witch P.E.K.K.A Royal Recruits
Cannon Royal Recruits Hunter Witch P.E.K.K.A
Royal Recruits Rocket P.E.K.K.A
Cannon Hunter
Rocket Hunter Cannon Witch
Rocket Cannon Royal Recruits P.E.K.K.A
Cannon Hunter Witch P.E.K.K.A Royal Recruits
Cannon Royal Recruits Hunter
Witch Cannon Royal Recruits Hunter
Hunter Witch
Cannon Royal Recruits Hunter P.E.K.K.A Rocket Witch
Rocket Cannon Royal Recruits Hunter Witch P.E.K.K.A
Royal Recruits P.E.K.K.A Cannon Hunter
Rocket Cannon Royal Recruits Hunter P.E.K.K.A
Cannon Royal Recruits Hunter Witch P.E.K.K.A
Cannon Royal Recruits Hunter Witch
Hunter Witch Cannon Royal Recruits
P.E.K.K.A Cannon Royal Recruits Hunter
Royal Recruits Cannon Hunter Witch P.E.K.K.A
P.E.K.K.A Cannon Hunter

Counters to secondary win conditions

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

Royal Recruits Witch P.E.K.K.A
Rocket Hunter
Royal Recruits P.E.K.K.A Rocket Hunter Witch
Royal Recruits Rocket Hunter P.E.K.K.A
Royal Recruits P.E.K.K.A Cannon Hunter Witch
Rocket Hunter Witch
Royal Recruits Rocket P.E.K.K.A Hunter Witch
P.E.K.K.A Royal Recruits Hunter
Royal Recruits Rocket P.E.K.K.A Witch
Royal Recruits Witch P.E.K.K.A Cannon
P.E.K.K.A Royal Recruits Hunter Witch
Royal Recruits Rocket P.E.K.K.A
Royal Recruits Rocket P.E.K.K.A Cannon Hunter Witch
Royal Recruits Cannon Witch
Royal Recruits Witch Rocket Hunter P.E.K.K.A
Cannon Royal Recruits Hunter Witch P.E.K.K.A
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.)

Royal Recruits Rocket
Rocket
Royal Recruits Rocket
Rocket
Rocket Hunter Witch
Witch
Hunter
Rocket
Rocket Royal Recruits
Rocket
Rocket Hunter
Rocket
Rocket Hunter Witch
Royal Recruits Rocket
Rocket
Rocket
Rocket Hunter
Rocket Witch
Rocket
Rocket
Rocket
Rocket Royal Recruits
Hunter Witch
Witch
Hunter Witch
Witch
Rocket
Hunter Witch
Rocket Witch
Rocket Hunter
Rocket
P.E.K.K.A
Rocket
Royal Recruits Rocket Witch
Rocket Hunter Witch
Rocket Hunter
Rocket
Royal Recruits P.E.K.K.A
Royal Recruits Rocket Witch
Rocket Witch
Royal Recruits Rocket Witch
P.E.K.K.A
Rocket

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