My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Executioner

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.

Witch Executioner P.E.K.K.A Sparky Mega Knight 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.

Mega Knight

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 Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Executioner Sparky Mega Knight

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 Executioner P.E.K.K.A Sparky Mega Knight

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 Arrows Witch Executioner Goblinstein Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

15 Zap Arrows Witch Executioner

Attack Synergies 5 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 Sparky Witch Executioner Mega Knight
Arrows
Zap P.E.K.K.A Sparky Mega Knight
Witch
Zap P.E.K.K.A Mega Knight
Executioner
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Witch Executioner
Sparky
Zap Arrows
Mega Knight
Zap Arrows Witch Executioner
Goblinstein

Defense Synergies 2 9

Zap
Mega Knight Arrows Witch Executioner P.E.K.K.A Sparky
Arrows
Mega Knight Zap P.E.K.K.A Sparky
Witch
Zap Mega Knight
Executioner
Zap Mega Knight
P.E.K.K.A
Zap Arrows
Sparky
Zap Arrows
Mega Knight
Zap Arrows Witch Executioner
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 Executioner Sparky
P.E.K.K.A Sparky Zap Witch Executioner Mega Knight
Witch P.E.K.K.A Sparky Mega Knight Executioner
Witch P.E.K.K.A Sparky Mega Knight
Arrows P.E.K.K.A Sparky Mega Knight
Arrows Zap Executioner Mega Knight
Zap Arrows Witch Executioner
Zap Arrows P.E.K.K.A Sparky Mega Knight
Witch P.E.K.K.A Sparky
Sparky Mega Knight
Witch Executioner Zap Arrows Mega Knight
Arrows Executioner Zap Witch
P.E.K.K.A Sparky Mega Knight Zap Witch
Executioner Sparky Mega Knight Zap Arrows Witch P.E.K.K.A
P.E.K.K.A Sparky Mega Knight
Zap P.E.K.K.A Sparky Mega Knight
Sparky Mega Knight Arrows Witch Executioner P.E.K.K.A
Arrows Mega Knight Zap Witch Executioner
Zap Arrows Witch Executioner Mega Knight
P.E.K.K.A Sparky
Mega Knight Arrows Witch Executioner P.E.K.K.A Sparky
P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mega Knight Zap Witch P.E.K.K.A Sparky
Zap Arrows Executioner Mega Knight
P.E.K.K.A Mega Knight Zap Witch Sparky
P.E.K.K.A Mega Knight Zap Sparky
P.E.K.K.A Witch Executioner Sparky Mega Knight
Arrows Executioner Zap Witch
P.E.K.K.A Sparky Witch
P.E.K.K.A Mega Knight Sparky
Zap P.E.K.K.A Mega Knight Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Mega Knight Witch Sparky
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Witch Executioner Sparky
Witch Executioner Sparky Mega Knight
Witch Sparky Zap Executioner P.E.K.K.A
Arrows Executioner Mega Knight Zap Witch P.E.K.K.A Sparky
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 Sparky
Arrows Zap Executioner
Arrows Sparky
Arrows Sparky
Executioner Zap Arrows Sparky Mega Knight
Arrows Executioner Zap Witch
Arrows Witch Executioner Sparky
Arrows Zap Executioner
Arrows Zap
Sparky
Zap Arrows Sparky
Zap Arrows Executioner
Executioner Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Witch Executioner Sparky
Arrows Executioner Sparky Mega Knight
Arrows Sparky
Sparky
Zap Arrows Executioner Sparky Mega Knight
Zap Arrows Witch Mega Knight
Sparky Mega Knight
Arrows
Sparky
Zap Arrows
Zap Arrows Witch Executioner Sparky Mega Knight
Witch
Arrows Zap Witch Executioner Sparky
Zap Arrows Witch Sparky Mega Knight
Zap Arrows Sparky
Zap Arrows Witch Executioner Sparky
Zap Witch
Sparky
Zap Arrows Sparky Mega Knight
Zap Arrows Sparky
P.E.K.K.A Sparky Mega Knight
Arrows Sparky
Zap Witch
Zap Arrows Witch Executioner
Arrows
Executioner Sparky Mega Knight
Arrows Zap Executioner
Zap Arrows Sparky
Executioner P.E.K.K.A Sparky Mega Knight
Zap Witch Sparky
Zap Witch Executioner
Zap Witch Executioner Sparky Mega Knight
P.E.K.K.A Sparky
Sparky Mega Knight

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