My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Rascals Zappies 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.

Skeleton Barrel Rascals Zappies Witch P.E.K.K.A

Offensive cards

Win conditions

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

Skeleton Barrel 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.

Skeleton Barrel 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.

Skeleton Barrel Rascals Wall Breakers P.E.K.K.A

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.

Skeleton Barrel

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
Skeleton Barrel Wall Breakers Clone
Giant Snowball
Skeleton Barrel Zappies Wall Breakers Clone Witch
Zap
Skeleton Barrel Zappies Wall Breakers Clone Witch
Barbarian Barrel
Skeleton Barrel Rascals Zappies Wall Breakers Clone Witch
The Log
Skeleton Barrel Rascals Zappies Wall Breakers Clone Witch
Earthquake
Zappies Clone Witch
Arrows
Skeleton Barrel Rascals Zappies Wall Breakers Clone Witch
Royal Delivery
Skeleton Barrel Rascals Zappies Wall Breakers Clone Witch P.E.K.K.A
Fireball
Skeleton Barrel Rascals Zappies Wall Breakers Clone Witch
Poison
Skeleton Barrel Rascals Zappies Clone Witch
Lightning
Witch
Rocket
Rascals Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Skeleton Barrel Clone 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Wall Breakers Skeleton Barrel Clone Zappies Rascals Witch P.E.K.K.A

Shortest cycle

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

8 Mirror Wall Breakers Skeleton Barrel Clone

Attack Synergies 1 13

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.

Skeleton Barrel
Clone Rascals Zappies Mirror Wall Breakers Witch
Rascals
Skeleton Barrel Zappies Wall Breakers
Zappies
Skeleton Barrel Rascals Wall Breakers Clone P.E.K.K.A
Mirror
Skeleton Barrel Wall Breakers
Wall Breakers
Skeleton Barrel Rascals Zappies Mirror
Clone
Skeleton Barrel Zappies Witch
Witch
Skeleton Barrel Clone P.E.K.K.A
P.E.K.K.A
Zappies Witch

Defense Synergies 0 2

Skeleton Barrel
Rascals
Zappies
Mirror P.E.K.K.A
Mirror
Zappies
Wall Breakers
Clone
Witch
P.E.K.K.A
Zappies

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.

Skeleton Barrel Zappies
P.E.K.K.A Rascals Zappies Witch
Witch P.E.K.K.A Rascals Zappies
Witch P.E.K.K.A Rascals Zappies
P.E.K.K.A
Rascals Zappies
Rascals Zappies Witch
Skeleton Barrel Rascals P.E.K.K.A
Zappies Witch P.E.K.K.A Rascals
Rascals Zappies
Witch Rascals Zappies
Rascals Zappies Witch
P.E.K.K.A Rascals Zappies Witch
Rascals Zappies Witch P.E.K.K.A
P.E.K.K.A Rascals Zappies
Rascals Zappies P.E.K.K.A
Rascals Zappies Witch P.E.K.K.A
Rascals Zappies Witch
Witch Rascals Zappies
P.E.K.K.A Zappies
Rascals Zappies Witch P.E.K.K.A

Counters to secondary win conditions

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

Rascals Zappies Witch P.E.K.K.A
Skeleton Barrel
Zappies P.E.K.K.A Rascals Witch
P.E.K.K.A Rascals Zappies
P.E.K.K.A Rascals Zappies Witch
Skeleton Barrel Rascals Zappies Witch
Rascals P.E.K.K.A Zappies Witch
P.E.K.K.A Rascals Zappies
P.E.K.K.A Zappies Witch
Witch P.E.K.K.A Zappies
P.E.K.K.A Rascals Zappies Witch
P.E.K.K.A
Rascals P.E.K.K.A Zappies Witch
Rascals Zappies Witch
Rascals Zappies Witch P.E.K.K.A
Rascals Zappies Witch P.E.K.K.A

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.)

Skeleton Barrel Rascals
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Rascals
Skeleton Barrel Witch
Witch
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Witch
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Witch
Skeleton Barrel
Witch
Witch
Skeleton Barrel Witch
Skeleton Barrel Witch
Skeleton Barrel
Witch
Skeleton Barrel Zappies Witch
Zappies
P.E.K.K.A
Skeleton Barrel Zappies Witch
Zappies Witch
Rascals
Skeleton Barrel
P.E.K.K.A
Rascals Zappies Witch
Zappies Witch
Skeleton Barrel Witch

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