My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Wizard Witch Electro Dragon

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 Giant Wizard Witch Electro Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant

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.

Giant 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.

Electro Dragon

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 Giant Guards
Giant Snowball
Archers Guards Witch Electro Dragon
Zap
Archers Guards Witch
Barbarian Barrel
Archers Wizard Guards Witch
The Log
Archers Guards Witch
Earthquake
Archers Guards Witch
Arrows
Archers Guards Witch
Royal Delivery
Archers Wizard Guards Witch Electro Dragon P.E.K.K.A
Fireball
Archers Wizard Witch Electro Dragon
Poison
Archers Wizard Guards Witch Electro Dragon
Lightning
Wizard Witch Electro Dragon
Rocket
Wizard Witch Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Electro Dragon

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.

Guards 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.

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.

Zap Archers Guards Giant Wizard Witch Electro Dragon P.E.K.K.A

Shortest cycle

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

13 Zap Archers Guards Giant

Attack Synergies 3 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.

Zap
Giant P.E.K.K.A Archers Guards Witch Electro Dragon
Archers
Zap Giant Electro Dragon P.E.K.K.A
Giant
Zap Electro Dragon Archers Wizard Guards Witch
Wizard
Giant P.E.K.K.A
Guards
Zap Giant
Witch
Zap Giant P.E.K.K.A
Electro Dragon
Giant Zap Archers P.E.K.K.A
P.E.K.K.A
Zap Archers Wizard Witch Electro Dragon

Defense Synergies 0 13

Zap
Archers Guards Witch Electro Dragon P.E.K.K.A
Archers
Zap Guards Witch P.E.K.K.A
Giant
Wizard
Guards P.E.K.K.A
Guards
Zap Archers Wizard Witch Electro Dragon
Witch
Zap Archers Guards Electro Dragon
Electro Dragon
Zap Guards Witch
P.E.K.K.A
Zap Archers Wizard

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 Wizard Electro Dragon
P.E.K.K.A Zap Witch Electro Dragon
Witch P.E.K.K.A Archers Electro Dragon
Witch P.E.K.K.A Guards Electro Dragon
P.E.K.K.A
Zap Archers Guards Electro Dragon
Zap Archers Wizard Witch Electro Dragon
Zap Electro Dragon P.E.K.K.A
Witch P.E.K.K.A
Guards Archers
Archers Guards Witch Zap Wizard Electro Dragon
Zap Archers Wizard Witch Electro Dragon
P.E.K.K.A Zap Wizard Guards Witch Electro Dragon
Wizard Zap Guards Witch Electro Dragon P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A
Wizard Witch Electro Dragon P.E.K.K.A
Zap Archers Wizard Guards Witch Electro Dragon
Zap Wizard Witch Archers Guards Electro Dragon
P.E.K.K.A
Wizard Archers Guards Witch Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Archers Witch P.E.K.K.A
Zap Archers Wizard Electro Dragon
Guards P.E.K.K.A Zap Witch Electro Dragon
Guards P.E.K.K.A Zap
P.E.K.K.A Guards Witch
Wizard Zap Archers Witch Electro Dragon
Guards P.E.K.K.A Archers Witch
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Guards Witch Electro Dragon
P.E.K.K.A Zap Guards
P.E.K.K.A Wizard Guards Witch
Wizard Archers Witch Electro Dragon
Guards Witch Electro Dragon Zap Archers P.E.K.K.A
Zap Archers Wizard Witch Electro Dragon P.E.K.K.A
Zap

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.)

Guards Electro Dragon
Zap Electro Dragon
Electro Dragon
Guards
Wizard Zap
Wizard Zap Witch Electro Dragon
Archers Wizard Witch
Zap Wizard Electro Dragon
Zap Wizard Electro Dragon
Guards Electro Dragon
Zap Wizard Electro Dragon
Zap Archers Wizard Electro Dragon
Electro Dragon
Zap
Zap Wizard Witch Electro Dragon
Wizard Electro Dragon
Zap Archers Wizard Electro Dragon
Zap Wizard Witch Electro Dragon
Wizard
Zap Electro Dragon
Zap Wizard Witch Electro Dragon
Witch
Zap Wizard Witch Electro Dragon
Zap Wizard Witch Electro Dragon
Zap
Zap Archers Wizard Witch Electro Dragon
Zap Electro Dragon Wizard Guards Witch
Zap Wizard Electro Dragon
Zap Electro Dragon
P.E.K.K.A
Wizard
Zap Archers Guards Witch Electro Dragon
Zap Archers Wizard Witch Electro Dragon
Wizard Electro Dragon
Zap Wizard Electro Dragon
Zap
Electro Dragon P.E.K.K.A
Zap Electro Dragon Guards Witch
Zap Witch Electro Dragon
Electro Dragon Zap Witch
P.E.K.K.A
Wizard Electro Dragon

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