My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Witch Prince P.E.K.K.A Goblinstein

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 Arrows

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 Prince

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.

Mini P.E.K.K.A Prince 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.

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
Archers Prince
Giant Snowball
Archers Witch
Zap
Archers Witch Prince
Barbarian Barrel
Archers Witch
The Log
Archers Mini P.E.K.K.A Witch Prince
Earthquake
Archers Witch
Arrows
Archers Witch
Royal Delivery
Archers Mini P.E.K.K.A Witch Prince P.E.K.K.A
Fireball
Archers Witch
Poison
Archers Witch
Lightning
Mini P.E.K.K.A Witch Prince Goblinstein
Rocket
Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Mini P.E.K.K.A Prince 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.

Zap Archers Arrows Mini P.E.K.K.A Witch Prince Goblinstein P.E.K.K.A

Shortest cycle

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

12 Zap Archers Arrows Mini P.E.K.K.A

Attack Synergies 4 11

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.

Zap
Arrows Prince P.E.K.K.A Archers Mini P.E.K.K.A Witch
Archers
Zap Arrows Mini P.E.K.K.A Prince P.E.K.K.A
Arrows
Zap P.E.K.K.A Archers Mini P.E.K.K.A Prince
Mini P.E.K.K.A
Zap Archers Arrows
Witch
Zap Prince P.E.K.K.A
Prince
Zap Archers Arrows Witch
P.E.K.K.A
Zap Arrows Archers Witch
Goblinstein

Defense Synergies 1 13

Zap
Mini P.E.K.K.A Archers Arrows Witch Prince P.E.K.K.A
Archers
Zap Mini P.E.K.K.A Witch P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A Prince P.E.K.K.A
Mini P.E.K.K.A
Zap Archers Arrows Witch
Witch
Zap Archers Mini P.E.K.K.A Prince
Prince
Zap Arrows Witch
P.E.K.K.A
Zap Archers Arrows
Goblinstein

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.

Zap
Mini P.E.K.K.A P.E.K.K.A Zap Witch Prince
Mini P.E.K.K.A Witch Prince P.E.K.K.A Archers
Mini P.E.K.K.A Witch Prince P.E.K.K.A
Arrows Mini P.E.K.K.A Prince P.E.K.K.A
Arrows Zap Archers
Zap Archers Arrows Witch
Zap Arrows P.E.K.K.A
Mini P.E.K.K.A Witch P.E.K.K.A Prince
Archers Mini P.E.K.K.A Prince
Archers Witch Zap Arrows
Arrows Zap Archers Witch
Mini P.E.K.K.A Prince P.E.K.K.A Zap Witch
Zap Arrows Mini P.E.K.K.A Witch Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Prince
Zap Mini P.E.K.K.A Prince P.E.K.K.A
Arrows Mini P.E.K.K.A Witch Prince P.E.K.K.A
Arrows Zap Archers Witch Prince
Zap Arrows Witch Archers
Mini P.E.K.K.A P.E.K.K.A Prince
Archers Arrows Mini P.E.K.K.A Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Archers Witch Prince P.E.K.K.A
Zap Archers Arrows Mini P.E.K.K.A Prince
P.E.K.K.A Zap Mini P.E.K.K.A Witch Prince
Mini P.E.K.K.A Prince P.E.K.K.A Zap
P.E.K.K.A Mini P.E.K.K.A Witch Prince
Arrows Zap Archers Witch
Mini P.E.K.K.A Prince P.E.K.K.A Archers Witch
Mini P.E.K.K.A P.E.K.K.A Prince
Zap P.E.K.K.A Mini P.E.K.K.A Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Witch Prince
P.E.K.K.A Zap Arrows Prince
Mini P.E.K.K.A Prince P.E.K.K.A Witch
Archers Witch
Witch Zap Archers Mini P.E.K.K.A Prince P.E.K.K.A
Arrows Zap Archers Mini P.E.K.K.A Witch P.E.K.K.A
Zap Arrows

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.)

Arrows
Arrows Zap
Arrows
Arrows Prince
Zap Arrows
Arrows Zap Witch
Archers Arrows Witch
Arrows Zap
Arrows Zap
Mini P.E.K.K.A Prince
Zap Arrows Prince
Zap Archers Arrows
Arrows
Zap Arrows Prince
Zap Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A
Zap Archers Arrows Mini P.E.K.K.A Prince
Zap Arrows Witch
Prince
Arrows
Prince
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch
Zap Arrows Witch Prince
Zap Arrows
Zap Archers Arrows Witch
Zap Witch
Mini P.E.K.K.A
Zap Arrows
Zap Arrows
P.E.K.K.A Prince
Arrows
Zap Archers Witch Prince
Zap Archers Arrows Witch
Arrows
Mini P.E.K.K.A Prince
Arrows Zap
Zap Arrows
Prince P.E.K.K.A
Zap Witch
Zap Witch
Zap Witch Prince
Prince P.E.K.K.A

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