My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Zappies Witch Magic Archer

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.

Firecracker Elixir Golem Zappies Witch P.E.K.K.A Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball

Punishments

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

Elixir Golem

Pump responses

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

Fireball

Dropped at the bridge

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

Elixir Golem P.E.K.K.A Magic Archer

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.

Firecracker Magic Archer

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
Elixir Golem
Giant Snowball
Zappies Witch
Zap
Firecracker Zappies Witch
Barbarian Barrel
Firecracker Elixir Golem Zappies Witch Magic Archer
The Log
Firecracker Elixir Golem Zappies Witch
Earthquake
Firecracker Elixir Golem Zappies Witch
Arrows
Firecracker Zappies Witch
Royal Delivery
Firecracker Elixir Golem Zappies Witch P.E.K.K.A Magic Archer
Fireball
Firecracker Elixir Golem Zappies Witch Magic Archer
Poison
Firecracker Elixir Golem Zappies Witch Magic Archer
Lightning
Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball Magic Archer

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.

Elixir Golem 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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Elixir Golem Fireball Zappies Magic Archer Witch P.E.K.K.A

Shortest cycle

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

12 Zap Firecracker Elixir Golem Fireball

Attack Synergies 5 13

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
Firecracker Fireball P.E.K.K.A Elixir Golem Zappies Witch Magic Archer
Firecracker
Zap Elixir Golem Zappies P.E.K.K.A
Elixir Golem
Firecracker Zap Fireball Zappies Witch Magic Archer
Fireball
Zap Elixir Golem Magic Archer
Zappies
Zap Firecracker Elixir Golem P.E.K.K.A
Witch
Zap Elixir Golem P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Firecracker Zappies Witch
Magic Archer
P.E.K.K.A Zap Elixir Golem Fireball

Defense Synergies 1 9

Zap
Fireball Firecracker Zappies Witch P.E.K.K.A Magic Archer
Firecracker
Zap Zappies P.E.K.K.A
Elixir Golem
Fireball
Zap Zappies
Zappies
Zap Firecracker Fireball P.E.K.K.A
Witch
Zap
P.E.K.K.A
Zap Firecracker Zappies
Magic Archer
Zap

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 Firecracker Fireball Zappies Magic Archer
P.E.K.K.A Zap Firecracker Zappies Witch
Witch P.E.K.K.A Zappies
Witch P.E.K.K.A Firecracker Zappies
Firecracker Fireball P.E.K.K.A
Fireball Zap Firecracker Zappies Magic Archer
Zap Firecracker Fireball Zappies Witch Magic Archer
Zap Fireball P.E.K.K.A Magic Archer
Zappies Witch P.E.K.K.A
Firecracker Zappies
Witch Zap Firecracker Fireball Zappies Magic Archer
Zap Firecracker Fireball Zappies Witch Magic Archer
P.E.K.K.A Zap Fireball Zappies Witch
Fireball Zap Firecracker Zappies Witch P.E.K.K.A Magic Archer
P.E.K.K.A Zappies
Zap Fireball Zappies P.E.K.K.A
Firecracker Fireball Zappies Witch P.E.K.K.A
Fireball Zap Firecracker Zappies Witch Magic Archer
Zap Witch Firecracker Fireball Zappies Magic Archer
P.E.K.K.A Zappies
Firecracker Fireball Zappies Witch P.E.K.K.A

Counters to secondary win conditions

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

Zap Fireball Zappies Witch P.E.K.K.A
Fireball Zap Firecracker Magic Archer
Zappies P.E.K.K.A Zap Witch
P.E.K.K.A Zap Fireball Zappies
P.E.K.K.A Zappies Witch
Firecracker Fireball Zap Zappies Witch Magic Archer
P.E.K.K.A Fireball Zappies Witch
P.E.K.K.A Zappies
Zap P.E.K.K.A Firecracker Fireball Zappies Witch Magic Archer
Witch P.E.K.K.A Zappies
P.E.K.K.A Zappies Witch
P.E.K.K.A Zap Fireball
P.E.K.K.A Fireball Zappies Witch
Firecracker Fireball Zappies Witch Magic Archer
Zappies Witch Zap Firecracker Fireball P.E.K.K.A Magic Archer
Zap Firecracker Fireball Zappies Witch P.E.K.K.A Magic Archer
Zap Fireball

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.)

Fireball Magic Archer Firecracker
Firecracker Fireball Zap Magic Archer
Fireball Magic Archer
Firecracker Fireball
Fireball Zap Firecracker Magic Archer
Firecracker Fireball Zap Witch Magic Archer
Firecracker Witch Magic Archer
Fireball Zap Firecracker Magic Archer
Fireball Zap Firecracker
Fireball
Firecracker Zap Fireball Magic Archer
Fireball Zap Firecracker Magic Archer
Firecracker Fireball Magic Archer
Firecracker Fireball Magic Archer
Zap Firecracker Fireball Magic Archer
Zap Firecracker Fireball Witch Magic Archer
Magic Archer Firecracker Fireball
Fireball
Zap Firecracker Fireball Magic Archer
Zap Firecracker Fireball Witch Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball
Zap Firecracker Fireball Witch Magic Archer
Witch
Firecracker Fireball Zap Witch Magic Archer
Fireball Zap Witch Magic Archer
Fireball Zap Firecracker Magic Archer
Zap Firecracker Fireball Witch Magic Archer
Zap Firecracker Fireball Zappies Witch
Fireball
Zap Fireball Magic Archer
Zap Firecracker Fireball Zappies Magic Archer
P.E.K.K.A
Firecracker Fireball Magic Archer
Zap Fireball Zappies Witch Magic Archer
Fireball Zap Firecracker Zappies Witch Magic Archer
Fireball
Fireball Firecracker Magic Archer
Zap Firecracker Fireball Magic Archer
Zap Fireball
Firecracker P.E.K.K.A
Zap Firecracker Fireball Zappies Witch Magic Archer
Firecracker Zap Fireball Zappies Witch Magic Archer
Zap Firecracker Fireball Witch Magic Archer
P.E.K.K.A
Fireball Firecracker

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