My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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

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 Bowler 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.

Hog Rider

Damage spells

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

Zap Freeze

Punishments

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

Hog Rider 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.

Hog Rider 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.

Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze Bowler 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 Freeze Bowler 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.

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 Guards Hog Rider Freeze Witch Bowler P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Guards Hog Rider Freeze

Attack Synergies 3 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
Hog Rider P.E.K.K.A Guards Freeze Witch Bowler Mega Knight
Hog Rider
Zap Freeze Guards Witch Bowler Mega Knight
Guards
Zap Hog Rider
Freeze
Hog Rider Zap
Witch
Zap Hog Rider Bowler P.E.K.K.A Mega Knight
Bowler
Zap Hog Rider Witch
P.E.K.K.A
Zap Witch
Mega Knight
Zap Hog Rider Witch

Defense Synergies 1 8

Zap
Mega Knight Guards Witch Bowler P.E.K.K.A
Hog Rider
Guards
Zap Witch
Freeze
Mega Knight
Witch
Zap Guards Bowler Mega Knight
Bowler
Zap Witch
P.E.K.K.A
Zap
Mega Knight
Zap Freeze 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.

Bowler Zap
P.E.K.K.A Zap Witch Mega Knight
Witch Bowler P.E.K.K.A Mega Knight Freeze
Witch P.E.K.K.A Guards Bowler Mega Knight
Bowler P.E.K.K.A Mega Knight
Freeze Bowler Zap Guards Mega Knight
Zap Freeze Witch
Bowler Zap P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Guards Bowler Mega Knight
Guards Witch Zap Freeze Bowler Mega Knight
Zap Witch
Bowler P.E.K.K.A Mega Knight Zap Guards Freeze Witch
Bowler Mega Knight Zap Guards Freeze Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Zap Freeze Bowler P.E.K.K.A Mega Knight
Mega Knight Witch Bowler P.E.K.K.A
Mega Knight Zap Guards Witch Bowler
Zap Freeze Witch Guards Bowler Mega Knight
P.E.K.K.A
Bowler Mega Knight Guards Witch 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 Bowler P.E.K.K.A
Zap Bowler Mega Knight
Guards P.E.K.K.A Mega Knight Zap Witch Bowler
Guards Bowler P.E.K.K.A Mega Knight Zap
P.E.K.K.A Guards Witch Bowler Mega Knight
Zap Freeze Witch
Guards P.E.K.K.A Witch Bowler
P.E.K.K.A Mega Knight
Zap Freeze P.E.K.K.A Mega Knight Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Mega Knight Guards Witch Bowler
P.E.K.K.A Mega Knight Zap Guards Bowler
Bowler P.E.K.K.A Mega Knight Guards Witch
Witch Bowler Mega Knight
Guards Witch Zap Freeze Bowler P.E.K.K.A
Bowler Mega Knight Zap Freeze Witch P.E.K.K.A

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.)

Guards Freeze
Zap Bowler
Guards Freeze
Zap Bowler Mega Knight
Zap Freeze Witch
Witch Bowler
Zap Freeze Bowler
Zap
Guards Bowler
Zap Bowler
Zap
Bowler
Freeze
Zap
Zap Witch Bowler
Bowler Mega Knight
Freeze
Zap Bowler Mega Knight
Zap Witch Bowler Mega Knight
Bowler Mega Knight
Bowler
Zap
Zap Freeze Witch Bowler Mega Knight
Witch
Zap Witch Bowler
Zap Witch Bowler Mega Knight
Zap
Zap Witch
Zap Guards Freeze Witch
Bowler
Zap Mega Knight
Zap Freeze
P.E.K.K.A Mega Knight
Bowler
Zap Guards Freeze Witch
Zap Witch
Freeze
Bowler Mega Knight
Zap Bowler
Zap
P.E.K.K.A Mega Knight
Zap Guards Freeze Witch Bowler
Zap Witch
Zap Freeze Witch Bowler Mega Knight

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