My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Witch Goblin Giant Electro Wizard

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.

Knight Witch Goblin Giant P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows Rage

Punishments

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

Goblin 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.

Knight Goblin 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 Wizard

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

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 Knight Rage 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 Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Arrows Knight Electro Wizard Witch Goblin Giant P.E.K.K.A

Shortest cycle

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

10 Zap Rage Arrows Knight

Attack Synergies 7 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 Goblin Giant P.E.K.K.A Electro Wizard Knight Witch
Arrows
Zap P.E.K.K.A Knight Goblin Giant
Knight
Zap Arrows Witch Electro Wizard
Rage
Witch Goblin Giant Electro Wizard
Witch
Rage Zap Knight Goblin Giant P.E.K.K.A
Goblin Giant
Zap Arrows Rage Witch Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Witch
Electro Wizard
Zap P.E.K.K.A Knight Rage Goblin Giant

Defense Synergies 3 10

Zap
Goblin Giant Electro Wizard Arrows Knight Witch P.E.K.K.A
Arrows
Zap Knight P.E.K.K.A
Knight
Electro Wizard Zap Arrows Witch
Rage
Witch
Zap Knight Electro Wizard
Goblin Giant
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap Knight Witch Goblin Giant P.E.K.K.A

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 Knight Goblin Giant Electro Wizard
P.E.K.K.A Zap Knight Witch Electro Wizard
Witch P.E.K.K.A Knight Electro Wizard
Witch P.E.K.K.A Knight Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Electro Wizard
Electro Wizard Zap Arrows Witch
Zap Arrows Goblin Giant P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Knight Electro Wizard
Witch Electro Wizard Zap Arrows Knight Goblin Giant
Arrows Zap Witch Electro Wizard
P.E.K.K.A Zap Knight Witch Electro Wizard
Zap Arrows Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Knight Witch P.E.K.K.A Electro Wizard
Arrows Zap Knight Witch Electro Wizard
Zap Arrows Witch Knight Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Knight Witch Goblin Giant P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Witch P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight
P.E.K.K.A Zap Knight Witch Goblin Giant Electro Wizard
P.E.K.K.A Zap Knight Goblin Giant Electro Wizard
P.E.K.K.A Knight Witch Goblin Giant
Arrows Zap Witch Goblin Giant Electro Wizard
P.E.K.K.A Knight Witch Goblin Giant Electro Wizard
P.E.K.K.A Knight Goblin Giant
Zap P.E.K.K.A Electro Wizard Knight Witch
Witch P.E.K.K.A Goblin Giant
P.E.K.K.A Knight Witch
P.E.K.K.A Zap Arrows Goblin Giant Electro Wizard
P.E.K.K.A Knight Witch Goblin Giant
Witch
Witch Electro Wizard Zap Knight Goblin Giant P.E.K.K.A
Arrows Zap Witch P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard

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 Knight
Arrows Zap Electro Wizard
Arrows Goblin Giant
Arrows Knight
Zap Arrows
Arrows Zap Witch Goblin Giant
Arrows Witch
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Knight Electro Wizard
Zap Arrows
Knight
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Witch
Zap Arrows Witch Electro Wizard
Arrows
Knight Electro Wizard
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Goblin Giant Electro Wizard
P.E.K.K.A

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