My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Tesla Wizard Witch

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tesla Wizard Witch P.E.K.K.A Skeleton King

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

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 P.E.K.K.A Skeleton King

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Skeleton King

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Tesla Skeleton King Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Knight Tesla

Attack Synergies 3 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.

Zap
Arrows P.E.K.K.A Knight Witch
Arrows
Zap P.E.K.K.A Knight
Knight
Zap Arrows Wizard Witch
Tesla
Wizard
Knight P.E.K.K.A
Witch
Zap Knight P.E.K.K.A Skeleton King
P.E.K.K.A
Zap Arrows Wizard Witch
Skeleton King
Witch

Defense Synergies 1 13

Zap
Arrows Knight Tesla Witch P.E.K.K.A
Arrows
Zap Knight Tesla P.E.K.K.A
Knight
Tesla Zap Arrows Wizard Witch
Tesla
Knight Zap Arrows Wizard
Wizard
Knight Tesla P.E.K.K.A Skeleton King
Witch
Zap Knight
P.E.K.K.A
Zap Arrows Wizard
Skeleton King
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 Knight Tesla Wizard
P.E.K.K.A Zap Knight Tesla Witch
Tesla Witch P.E.K.K.A Knight
Tesla Witch P.E.K.K.A Knight Skeleton King
Arrows P.E.K.K.A
Arrows Zap Tesla
Tesla Zap Arrows Wizard Witch
Zap Arrows Tesla P.E.K.K.A
Tesla Witch P.E.K.K.A Skeleton King
Knight Tesla
Witch Zap Arrows Knight Tesla Wizard Skeleton King
Arrows Tesla Zap Wizard Witch
Tesla P.E.K.K.A Zap Knight Wizard Witch
Wizard Zap Arrows Tesla Witch P.E.K.K.A Skeleton King
P.E.K.K.A Knight Tesla Skeleton King
Zap Tesla P.E.K.K.A
Tesla Wizard Arrows Knight Witch P.E.K.K.A
Arrows Tesla Zap Knight Wizard Witch
Zap Arrows Wizard Witch Knight Tesla
P.E.K.K.A Tesla
Wizard Arrows Knight Tesla Witch 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 Tesla Witch P.E.K.K.A
Zap Arrows Knight Tesla Wizard
P.E.K.K.A Zap Knight Witch
P.E.K.K.A Zap Knight Tesla
P.E.K.K.A Knight Tesla Witch
Arrows Wizard Zap Tesla Witch
P.E.K.K.A Knight Tesla Witch
P.E.K.K.A Knight Tesla
Zap P.E.K.K.A Knight Witch
Witch P.E.K.K.A Tesla
P.E.K.K.A Knight Tesla Witch
P.E.K.K.A Zap Arrows
P.E.K.K.A Knight Tesla Wizard Witch Skeleton King
Wizard Tesla Witch
Tesla Witch Zap Knight P.E.K.K.A Skeleton King
Arrows Zap Tesla Wizard Witch P.E.K.K.A Skeleton King

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
Arrows
Arrows Knight
Wizard Zap Arrows
Arrows Wizard Zap Witch
Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Zap Arrows Knight Wizard
Zap Arrows Wizard
Knight
Arrows
Zap Arrows
Zap Arrows Wizard Witch
Arrows Wizard
Arrows
Zap Arrows Wizard
Zap Arrows Wizard Witch
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Witch
Witch
Arrows Zap Wizard Witch
Zap Arrows Wizard Witch
Zap Arrows
Zap Arrows Wizard Witch
Zap Wizard Witch
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Witch
Zap Arrows Wizard Witch
Arrows
Knight Wizard
Arrows Zap Wizard Skeleton King
Zap Arrows
P.E.K.K.A
Zap Witch Skeleton King
Zap Witch
Zap Witch

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