My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Wizard Witch

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 Wizard Witch P.E.K.K.A Mega Knight

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 Tornado

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

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

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
Guards
Giant Snowball
Guards Witch
Zap
Firecracker Guards Witch
Barbarian Barrel
Firecracker Wizard Guards Witch
The Log
Firecracker Guards Witch
Earthquake
Firecracker Guards Witch
Arrows
Firecracker Guards Witch
Royal Delivery
Firecracker Wizard Guards Witch P.E.K.K.A
Fireball
Firecracker Wizard Witch
Poison
Firecracker Wizard Guards Witch
Lightning
Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Tornado 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.

Guards Tornado P.E.K.K.A 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.

Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Guards Tornado Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Firecracker Guards Tornado

Attack Synergies 5 12

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 Tornado P.E.K.K.A Guards Witch Mega Knight
Firecracker
Zap Tornado P.E.K.K.A Mega Knight
Wizard
Tornado P.E.K.K.A Mega Knight
Guards
Zap
Tornado
Zap Wizard P.E.K.K.A Firecracker Witch Mega Knight
Witch
Zap Tornado P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Tornado Firecracker Wizard Witch
Mega Knight
Zap Firecracker Wizard Tornado Witch

Defense Synergies 3 16

Zap
Mega Knight Firecracker Guards Tornado Witch P.E.K.K.A
Firecracker
Zap Guards Tornado P.E.K.K.A Mega Knight
Wizard
Tornado Guards P.E.K.K.A Mega Knight
Guards
Zap Firecracker Wizard Witch
Tornado
Wizard P.E.K.K.A Zap Firecracker Witch Mega Knight
Witch
Zap Guards Tornado Mega Knight
P.E.K.K.A
Tornado Zap Firecracker Wizard
Mega Knight
Zap Firecracker Wizard Tornado Witch

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 Wizard
P.E.K.K.A Zap Firecracker Witch Mega Knight
Tornado Witch P.E.K.K.A Mega Knight
Witch P.E.K.K.A Firecracker Guards Mega Knight
Firecracker Tornado P.E.K.K.A Mega Knight
Tornado Zap Firecracker Guards Mega Knight
Tornado Zap Firecracker Wizard Witch
Zap P.E.K.K.A Mega Knight
Witch P.E.K.K.A Tornado
Guards Tornado Firecracker Mega Knight
Guards Witch Zap Firecracker Wizard Tornado Mega Knight
Zap Firecracker Wizard Tornado Witch
P.E.K.K.A Mega Knight Zap Wizard Guards Witch
Wizard Mega Knight Zap Firecracker Guards Tornado Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Tornado Zap P.E.K.K.A Mega Knight
Wizard Mega Knight Firecracker Tornado Witch P.E.K.K.A
Mega Knight Zap Firecracker Wizard Guards Tornado Witch
Zap Wizard Tornado Witch Firecracker Guards Mega Knight
P.E.K.K.A Tornado
Wizard Mega Knight Firecracker Guards Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Mega Knight Zap Witch P.E.K.K.A
Zap Firecracker Wizard Mega Knight
Guards P.E.K.K.A Mega Knight Zap Witch
Guards P.E.K.K.A Mega Knight Zap Tornado
P.E.K.K.A Guards Witch Mega Knight
Firecracker Wizard Zap Tornado Witch
Guards P.E.K.K.A Witch
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Firecracker Tornado Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Mega Knight Guards Witch
P.E.K.K.A Mega Knight Zap Guards Tornado
P.E.K.K.A Mega Knight Wizard Guards Witch
Wizard Firecracker Witch Mega Knight
Guards Witch Zap Firecracker Tornado P.E.K.K.A
Mega Knight Zap Firecracker Wizard Witch P.E.K.K.A
Zap

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.)

Firecracker Guards
Firecracker Zap Tornado
Firecracker Guards
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Zap Tornado Witch
Firecracker Wizard Tornado Witch
Zap Firecracker Wizard Tornado
Zap Firecracker Wizard Tornado
Guards Tornado
Firecracker Zap Wizard Tornado
Zap Firecracker Wizard Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard Witch
Firecracker Wizard Mega Knight
Tornado
Zap Firecracker Wizard Mega Knight
Zap Firecracker Wizard Tornado Witch Mega Knight
Mega Knight
Wizard Tornado
Tornado
Zap
Zap Firecracker Tornado Wizard Witch Mega Knight
Witch
Firecracker Zap Wizard Tornado Witch
Zap Wizard Tornado Witch Mega Knight
Zap Firecracker Tornado
Zap Firecracker Wizard Tornado Witch
Zap Firecracker Wizard Guards Witch
Zap Wizard Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight
Firecracker Wizard
Zap Guards Witch
Zap Firecracker Wizard Tornado Witch
Firecracker Wizard Mega Knight
Zap Firecracker Wizard
Zap Tornado
Firecracker P.E.K.K.A Mega Knight
Zap Firecracker Guards Tornado Witch
Firecracker Zap Tornado Witch
Zap Firecracker Tornado Witch Mega Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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