My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 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 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!
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.

Wizard Night Witch Mother Witch Archer Queen

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 P.E.K.K.A Night Witch Mother Witch Archer Queen

Offensive cards

Win conditions

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

Mortar Battle Ram Wall Breakers

Damage spells

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

Missing

Punishments

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

Mortar Battle Ram Wall Breakers

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.

Mortar Battle Ram Wall Breakers P.E.K.K.A Archer Queen

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 Wall Breakers Night Witch
Giant Snowball
Battle Ram Wall Breakers Night Witch
Zap
Mortar Battle Ram Wall Breakers Night Witch
Barbarian Barrel
Mortar Battle Ram Wizard Wall Breakers Night Witch
The Log
Battle Ram Wall Breakers
Earthquake
Mortar
Arrows
Wall Breakers Night Witch
Royal Delivery
Battle Ram Wizard Wall Breakers P.E.K.K.A Night Witch Mother Witch
Fireball
Mortar Battle Ram Wizard Wall Breakers Night Witch Mother Witch
Poison
Mortar Wizard Night Witch Mother Witch
Lightning
Mortar Battle Ram Wizard Night Witch Mother Witch Archer Queen
Rocket
Mortar Wizard Night Witch Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard

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.

Battle Ram P.E.K.K.A Night Witch Mother Witch

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Mortar Battle Ram Night Witch Mother Witch Wizard Archer Queen P.E.K.K.A

Shortest cycle

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

14 Wall Breakers Mortar Battle Ram Night Witch

Attack Synergies 0 8

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.

Mortar
Battle Ram
Wall Breakers P.E.K.K.A Mother Witch Archer Queen
Wizard
P.E.K.K.A
Wall Breakers
Battle Ram
P.E.K.K.A
Battle Ram Wizard Night Witch Mother Witch Archer Queen
Night Witch
P.E.K.K.A
Mother Witch
Battle Ram P.E.K.K.A
Archer Queen
Battle Ram P.E.K.K.A

Defense Synergies 0 3

Mortar
Wizard
Battle Ram
Wizard
Mortar P.E.K.K.A
Wall Breakers
P.E.K.K.A
Wizard
Night Witch
Mother Witch
Mother Witch
Night Witch
Archer Queen

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.

Mortar Wizard
P.E.K.K.A Mortar Night Witch
Mortar P.E.K.K.A Night Witch
P.E.K.K.A Night Witch Mortar
P.E.K.K.A
Night Witch Mother Witch
Mortar Wizard Night Witch
P.E.K.K.A
P.E.K.K.A Mortar Night Witch Archer Queen
Night Witch
Mother Witch Wizard Night Witch
Wizard Night Witch
Mortar P.E.K.K.A Night Witch Wizard
Wizard Mortar P.E.K.K.A Night Witch
P.E.K.K.A Mortar
Mortar P.E.K.K.A
Wizard Mortar P.E.K.K.A Night Witch
Mortar Wizard Night Witch
Mortar Wizard Mother Witch
P.E.K.K.A Mortar
Wizard P.E.K.K.A Night Witch Mother Witch
P.E.K.K.A Mortar

Counters to secondary win conditions

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

P.E.K.K.A
Mortar Wizard
P.E.K.K.A
P.E.K.K.A Night Witch
P.E.K.K.A Night Witch
Wizard Mother Witch
P.E.K.K.A Night Witch
P.E.K.K.A
P.E.K.K.A Mortar
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Archer Queen
P.E.K.K.A Wizard Night Witch
Wizard
Mortar P.E.K.K.A Night Witch Archer Queen
Wizard P.E.K.K.A Mother Witch Archer Queen
Mortar

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.)

Mortar
Mortar
Wizard Mortar
Wizard Mother Witch
Mortar Wizard
Wizard
Mortar Wizard
Night Witch
Mortar Wizard
Wizard Archer Queen
Mortar
Mortar
Mortar
Mortar Wizard
Mortar Wizard
Mortar
Night Witch
Mortar Wizard
Mortar Wizard Mother Witch
Night Witch
Wizard
Mortar
Mother Witch Mortar Wizard
Mortar Wizard
Mortar Wizard
Mortar
Wizard Night Witch Mother Witch
Wizard
Night Witch
Mortar Wizard Night Witch
P.E.K.K.A
Wizard
Night Witch
Wizard Archer Queen
Wizard
Mortar Wizard
Archer Queen
P.E.K.K.A Archer Queen
Archer Queen
Archer Queen
Mortar Archer Queen
P.E.K.K.A
Mortar Wizard

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