My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Minions 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.

Archers Wizard Witch

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

Punishments

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

Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A 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
Archers Minions Hog Rider Skeleton Army
Giant Snowball
Archers Minions Hog Rider Skeleton Army Witch
Zap
Archers Minions Skeleton Army Witch
Barbarian Barrel
Archers Wizard Skeleton Army Witch
The Log
Archers Mini P.E.K.K.A Hog Rider Skeleton Army Witch
Earthquake
Archers Hog Rider Skeleton Army Witch
Arrows
Archers Minions Skeleton Army Witch
Royal Delivery
Archers Minions Mini P.E.K.K.A Hog Rider Wizard Skeleton Army Witch
Fireball
Archers Minions Hog Rider Wizard Skeleton Army Witch
Poison
Archers Minions Wizard Skeleton Army Witch
Lightning
Mini P.E.K.K.A Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Mini P.E.K.K.A Skeleton Army

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Skeleton Army Mini P.E.K.K.A Hog Rider Wizard Witch

Shortest cycle

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

11 Zap Archers Minions Skeleton Army

Attack Synergies 2 11

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 Archers Minions Mini P.E.K.K.A Witch
Archers
Zap Mini P.E.K.K.A Hog Rider
Minions
Hog Rider Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Archers Minions Hog Rider Wizard
Hog Rider
Zap Minions Archers Mini P.E.K.K.A Wizard Witch
Wizard
Mini P.E.K.K.A Hog Rider
Skeleton Army
Witch
Zap Hog Rider

Defense Synergies 1 12

Zap
Mini P.E.K.K.A Archers Minions Skeleton Army Witch
Archers
Zap Minions Mini P.E.K.K.A Skeleton Army Witch
Minions
Zap Archers
Mini P.E.K.K.A
Zap Archers Wizard Skeleton Army Witch
Hog Rider
Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Archers Mini P.E.K.K.A Wizard
Witch
Zap Archers Mini 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 Minions Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions Witch
Mini P.E.K.K.A Skeleton Army Witch Archers Minions
Mini P.E.K.K.A Skeleton Army Witch Minions
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Archers Minions
Minions Zap Archers Wizard Witch
Zap
Mini P.E.K.K.A Witch Minions Skeleton Army
Skeleton Army Archers Mini P.E.K.K.A
Archers Minions Skeleton Army Witch Zap Wizard
Minions Zap Archers Wizard Witch
Mini P.E.K.K.A Skeleton Army Zap Minions Wizard Witch
Wizard Skeleton Army Zap Minions Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Wizard Minions Mini P.E.K.K.A Skeleton Army Witch
Zap Archers Minions Wizard Skeleton Army Witch
Zap Wizard Witch Archers Minions
Mini P.E.K.K.A
Wizard Skeleton Army Archers Minions Mini P.E.K.K.A Witch
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap Archers Witch
Zap Archers Mini P.E.K.K.A Wizard
Skeleton Army Zap Minions Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Witch
Wizard Zap Archers Minions Witch
Mini P.E.K.K.A Skeleton Army Archers Minions Witch
Mini P.E.K.K.A Skeleton Army
Zap Minions Mini P.E.K.K.A Skeleton Army Witch
Witch Skeleton Army
Minions Mini P.E.K.K.A Witch
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Wizard Witch
Wizard Archers Skeleton Army Witch
Skeleton Army Witch Zap Archers Minions Mini P.E.K.K.A
Minions Zap Archers Mini P.E.K.K.A Wizard Witch
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.)

Zap
Wizard Zap
Wizard Zap Minions Witch
Archers Wizard Witch
Zap Wizard
Zap Wizard
Minions Mini P.E.K.K.A
Zap Wizard
Zap Archers Wizard
Minions
Zap
Zap Wizard Witch
Wizard
Minions Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Wizard
Zap Wizard Witch
Minions
Wizard
Zap
Zap Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Zap Archers Wizard Witch
Zap Minions Wizard Witch
Mini P.E.K.K.A
Zap Wizard
Zap
Wizard
Zap Archers Minions Skeleton Army Witch
Zap Archers Wizard Witch
Mini P.E.K.K.A Wizard
Zap Wizard
Zap
Zap Minions Witch
Zap Witch
Zap Witch
Wizard

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