My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Wizard Witch 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.

Wizard Witch 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.

Wall Breakers

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 Wall Breakers

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.

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

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

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 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.

Wizard 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 Wall Breakers Arrows Electro Wizard Wizard Witch Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Zap Wall Breakers Arrows Electro Wizard

Attack Synergies 7 7

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 P.E.K.K.A Electro Wizard Wall Breakers Witch
Arrows
Zap Elite Barbarians P.E.K.K.A Wall Breakers
Elite Barbarians
Zap Arrows Wizard
Wizard
Elite Barbarians P.E.K.K.A
Wall Breakers
Zap Arrows Electro Wizard
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Wizard Witch
Electro Wizard
Zap P.E.K.K.A Wall Breakers

Defense Synergies 1 10

Zap
Electro Wizard Arrows Elite Barbarians Witch P.E.K.K.A
Arrows
Zap P.E.K.K.A
Elite Barbarians
Zap Wizard
Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Wall Breakers
Witch
Zap Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Wizard Witch 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 Wizard 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 Wizard Witch
Zap Arrows P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Elite Barbarians
Elite Barbarians Electro Wizard
Witch Electro Wizard Zap Arrows Wizard
Arrows Zap Wizard Witch Electro Wizard
P.E.K.K.A Zap Elite Barbarians Wizard Witch Electro Wizard
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
Wizard Arrows Elite Barbarians Witch P.E.K.K.A Electro Wizard
Arrows Zap Elite Barbarians Wizard Witch Electro Wizard
Zap Arrows Wizard Witch Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Wizard Arrows Elite Barbarians Witch 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 Wizard
P.E.K.K.A Zap Elite Barbarians Witch Electro Wizard
P.E.K.K.A Zap Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Witch
Arrows Wizard Zap Witch Electro Wizard
P.E.K.K.A Elite Barbarians Witch Electro Wizard
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Electro Wizard Elite Barbarians Witch
Witch P.E.K.K.A
P.E.K.K.A Elite Barbarians Witch
P.E.K.K.A Zap Arrows Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Wizard Witch
Wizard Witch
Elite Barbarians Witch Electro Wizard Zap P.E.K.K.A
Arrows Zap Elite Barbarians Wizard 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
Arrows
Wizard Zap Arrows
Arrows Wizard Zap Witch
Arrows Wizard Witch
Arrows Zap Wizard
Arrows Zap Wizard
Elite Barbarians Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows Wizard Witch
Arrows Wizard
Arrows
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard Witch
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Witch
Witch
Arrows Zap Wizard Witch Electro Wizard
Zap Arrows Wizard Witch
Zap Arrows
Elite Barbarians Zap Arrows Wizard Witch Electro Wizard
Zap Electro Wizard Wizard Witch
Elite Barbarians
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Witch
Zap Arrows Wizard Witch Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard
P.E.K.K.A
Wizard

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