My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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.

Witch

Defensive buildings

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

Tombstone

Investments

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

Tombstone Witch 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 Rage The Log

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.

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

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 Tombstone 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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Arrows Tombstone Witch Goblinstein P.E.K.K.A

Shortest cycle

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

9 Zap Rage The Log Arrows

Attack Synergies 4 4

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 Witch The Log
Arrows
Zap P.E.K.K.A
Tombstone
Rage
Witch
Witch
Rage Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Witch The Log
The Log
Zap P.E.K.K.A
Goblinstein

Defense Synergies 1 8

Zap
Arrows Tombstone Witch P.E.K.K.A The Log
Arrows
Zap Tombstone P.E.K.K.A
Tombstone
Zap Arrows
Rage
Witch
Zap The Log
P.E.K.K.A
The Log Zap Arrows
The Log
P.E.K.K.A Zap Witch
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 Tombstone The Log
P.E.K.K.A Zap Tombstone Witch The Log
Witch P.E.K.K.A Tombstone
Witch P.E.K.K.A Tombstone
Arrows Tombstone P.E.K.K.A The Log
Arrows The Log Zap
Zap Arrows Tombstone Witch
Zap Arrows P.E.K.K.A The Log
Witch P.E.K.K.A Tombstone
Witch Zap Arrows Tombstone The Log
Arrows Zap Witch
Tombstone P.E.K.K.A Zap Witch The Log
Zap Arrows Tombstone Witch P.E.K.K.A The Log
P.E.K.K.A Tombstone
Zap P.E.K.K.A The Log
Arrows Tombstone Witch P.E.K.K.A
Arrows Tombstone Zap Witch The Log
Zap Arrows Witch The Log Tombstone
P.E.K.K.A
Arrows Witch P.E.K.K.A The Log

Counters to secondary win conditions

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

Zap Tombstone Witch P.E.K.K.A
Zap Arrows The Log
Tombstone P.E.K.K.A Zap Witch The Log
P.E.K.K.A Zap The Log
P.E.K.K.A Tombstone Witch
Arrows Zap Witch
P.E.K.K.A Tombstone Witch
P.E.K.K.A
Zap P.E.K.K.A Tombstone Witch The Log
Witch P.E.K.K.A Tombstone
P.E.K.K.A Tombstone Witch
P.E.K.K.A Zap Arrows The Log
P.E.K.K.A Tombstone Witch
Witch
Tombstone Witch Zap P.E.K.K.A The Log
Arrows Zap Witch P.E.K.K.A The Log
Zap Arrows Tombstone

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 The Log
Arrows Zap The Log
Arrows The Log
Arrows The Log
Zap Arrows The Log
Arrows Zap Witch
Arrows Witch The Log
Arrows The Log Zap
Arrows The Log Zap
Zap Arrows The Log
Zap Arrows
The Log
Arrows
Zap Arrows The Log
Zap Arrows Witch The Log
Arrows The Log
Arrows
Zap Arrows The Log
Zap Arrows Witch The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log Witch
Witch
Arrows The Log Zap Witch
Zap Arrows Witch The Log
Zap Arrows The Log
Zap Arrows Witch
Zap Witch
Zap Arrows The Log
Zap Arrows
P.E.K.K.A
Arrows The Log
Zap Tombstone Witch
Zap Arrows Witch
Arrows The Log
Arrows The Log Zap
Zap Arrows
P.E.K.K.A
Zap Witch The Log
Zap Witch
Zap Witch The Log
P.E.K.K.A

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