My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

Elixir Collector 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

Punishments

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

Elite Barbarians Goblin Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elite Barbarians 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.

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

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Electro Wizard Witch Elite Barbarians Elixir Collector Goblin Giant P.E.K.K.A

Shortest cycle

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

14 Zap Arrows Electro Wizard Witch

Attack Synergies 8 6

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 Elite Barbarians Goblin Giant P.E.K.K.A Electro Wizard Witch
Arrows
Zap Elite Barbarians P.E.K.K.A Goblin Giant
Elite Barbarians
Zap Arrows Goblin Giant
Elixir Collector
Witch
Zap Goblin Giant P.E.K.K.A
Goblin Giant
Zap Arrows Elite Barbarians Witch Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Witch
Electro Wizard
Zap P.E.K.K.A Goblin Giant

Defense Synergies 2 8

Zap
Goblin Giant Electro Wizard Arrows Elite Barbarians Witch P.E.K.K.A
Arrows
Zap P.E.K.K.A
Elite Barbarians
Zap
Elixir Collector
Witch
Zap Electro Wizard
Goblin Giant
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap 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 Goblin Giant Electro Wizard
Elite Barbarians P.E.K.K.A Zap Witch Electro Wizard
Witch P.E.K.K.A Elite Barbarians Electro Wizard
Elite Barbarians Witch P.E.K.K.A Electro Wizard
Arrows Elite Barbarians 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 Elite Barbarians
Elite Barbarians Electro Wizard
Witch Electro Wizard Zap Arrows Goblin Giant
Arrows Zap Witch Electro Wizard
P.E.K.K.A Zap Elite Barbarians Witch Electro Wizard
Zap Arrows Witch P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Zap Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Elite Barbarians Witch P.E.K.K.A Electro Wizard
Arrows Zap Elite Barbarians Witch Electro Wizard
Zap Arrows Witch Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Arrows Elite Barbarians Witch Goblin Giant P.E.K.K.A Electro Wizard
P.E.K.K.A Elite Barbarians

Counters to secondary win conditions

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

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

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