My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Witch P.E.K.K.A Magic Archer Mighty Miner

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 Rage

Punishments

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

Goblin Gang

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.

Goblin Gang P.E.K.K.A Magic Archer Mighty Miner

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.

Magic Archer Mighty Miner

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
Goblin Gang Skeleton Army Mighty Miner
Giant Snowball
Goblin Gang Skeleton Army Witch Mighty Miner
Zap
Goblin Gang Skeleton Army Witch Mighty Miner
Barbarian Barrel
Goblin Gang Skeleton Army Witch Magic Archer
The Log
Goblin Gang Skeleton Army Witch
Earthquake
Goblin Gang Skeleton Army Witch
Arrows
Goblin Gang Skeleton Army Witch
Royal Delivery
Goblin Gang Skeleton Army Witch P.E.K.K.A Magic Archer
Fireball
Goblin Gang Skeleton Army Witch Magic Archer Mighty Miner
Poison
Goblin Gang Skeleton Army Witch Magic Archer
Lightning
Witch Magic Archer Mighty Miner
Rocket
Witch Magic Archer Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rage Skeleton Army P.E.K.K.A Mighty Miner

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.

Skeleton Army

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.

Goblin Gang 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 Rage Goblin Gang Skeleton Army Magic Archer Mighty Miner Witch P.E.K.K.A

Shortest cycle

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

10 Zap Rage Goblin Gang Skeleton Army

Attack Synergies 3 5

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
P.E.K.K.A Witch Magic Archer Mighty Miner
Goblin Gang
P.E.K.K.A
Rage
Witch
Skeleton Army
Witch
Rage Zap P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Goblin Gang Witch
Magic Archer
P.E.K.K.A Zap
Mighty Miner
Zap

Defense Synergies 0 10

Zap
Goblin Gang Skeleton Army Witch P.E.K.K.A Magic Archer Mighty Miner
Goblin Gang
Zap Skeleton Army P.E.K.K.A Magic Archer
Rage
Skeleton Army
Zap Goblin Gang Magic Archer
Witch
Zap
P.E.K.K.A
Zap Goblin Gang
Magic Archer
Zap Goblin Gang Skeleton Army
Mighty Miner
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 Magic Archer
Skeleton Army P.E.K.K.A Zap Goblin Gang Witch
Goblin Gang Skeleton Army Witch P.E.K.K.A
Skeleton Army Witch P.E.K.K.A Goblin Gang
Skeleton Army P.E.K.K.A
Goblin Gang Skeleton Army Zap Magic Archer
Zap Goblin Gang Witch Magic Archer
Zap P.E.K.K.A Magic Archer
Witch P.E.K.K.A Mighty Miner Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Witch Zap Magic Archer
Zap Goblin Gang Witch Magic Archer
Skeleton Army P.E.K.K.A Zap Goblin Gang Witch
Skeleton Army Zap Goblin Gang Witch P.E.K.K.A Magic Archer
Skeleton Army P.E.K.K.A Goblin Gang
Skeleton Army Zap Goblin Gang P.E.K.K.A
Goblin Gang Skeleton Army Witch P.E.K.K.A
Zap Goblin Gang Skeleton Army Witch Magic Archer
Zap Witch Magic Archer
P.E.K.K.A
Goblin Gang Skeleton Army Witch P.E.K.K.A
P.E.K.K.A Skeleton Army Mighty Miner

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Zap Witch P.E.K.K.A
Zap Goblin Gang Magic Archer
Goblin Gang Skeleton Army P.E.K.K.A Zap Witch
Goblin Gang Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Goblin Gang Skeleton Army Witch Mighty Miner
Zap Goblin Gang Witch Magic Archer
Goblin Gang Skeleton Army P.E.K.K.A Witch
P.E.K.K.A Mighty Miner Skeleton Army
Zap P.E.K.K.A Skeleton Army Witch Magic Archer
Witch P.E.K.K.A Goblin Gang Skeleton Army
P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Goblin Gang Witch
Skeleton Army Witch Magic Archer
Goblin Gang Skeleton Army Witch Zap P.E.K.K.A Magic Archer Mighty Miner
Zap Witch P.E.K.K.A Magic Archer Mighty Miner
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.)

Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Witch Magic Archer
Zap Magic Archer
Zap
Goblin Gang
Zap Magic Archer
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Magic Archer
Zap
Zap Witch Magic Archer
Witch
Zap Witch Magic Archer
Zap Witch Magic Archer
Zap Magic Archer
Zap Witch Magic Archer
Zap Witch
Zap Magic Archer
Zap Magic Archer
P.E.K.K.A Mighty Miner
Magic Archer
Zap Goblin Gang Skeleton Army Witch Magic Archer
Zap Witch Magic Archer
Goblin Gang Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Goblin Gang Witch Magic Archer
Zap Witch Magic Archer
Zap Witch Magic Archer
P.E.K.K.A

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