My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

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.

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

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.

Arrows Fireball

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.

Electro Spirit Knight P.E.K.K.A

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.

Electro Spirit

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
Skeletons
Giant Snowball
Skeletons Witch
Zap
Skeletons Witch
Barbarian Barrel
Skeletons Electro Spirit Knight Wizard Witch
The Log
Skeletons Electro Spirit Witch
Earthquake
Skeletons Witch
Arrows
Skeletons Electro Spirit Witch
Royal Delivery
Skeletons Electro Spirit Knight Wizard Witch P.E.K.K.A
Fireball
Wizard Witch
Poison
Wizard Witch
Lightning
Knight Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball Wizard

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.

Electro Spirit Arrows Knight 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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Knight Fireball Wizard Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Knight

Attack Synergies 2 8

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.

Skeletons
Electro Spirit
Fireball P.E.K.K.A
Arrows
Fireball P.E.K.K.A Knight
Knight
Arrows Fireball Wizard Witch
Fireball
Arrows Electro Spirit Knight
Wizard
Knight P.E.K.K.A
Witch
Knight P.E.K.K.A
P.E.K.K.A
Arrows Electro Spirit Wizard Witch

Defense Synergies 0 12

Skeletons
Electro Spirit Knight Wizard Witch P.E.K.K.A
Electro Spirit
Skeletons
Arrows
Knight Fireball P.E.K.K.A
Knight
Skeletons Arrows Fireball Wizard Witch
Fireball
Arrows Knight
Wizard
Skeletons Knight P.E.K.K.A
Witch
Skeletons Knight
P.E.K.K.A
Skeletons Arrows Wizard

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.

Knight Fireball Wizard
P.E.K.K.A Skeletons Knight Witch
Witch P.E.K.K.A Skeletons Knight
Witch P.E.K.K.A Skeletons Knight
Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons Electro Spirit
Electro Spirit Arrows Fireball Wizard Witch
Electro Spirit Arrows Fireball P.E.K.K.A
Witch P.E.K.K.A Skeletons
Knight Skeletons
Witch Skeletons Electro Spirit Arrows Knight Fireball Wizard
Arrows Fireball Wizard Witch
P.E.K.K.A Skeletons Knight Fireball Wizard Witch
Fireball Wizard Electro Spirit Arrows Witch P.E.K.K.A
P.E.K.K.A Knight
Fireball P.E.K.K.A
Wizard Skeletons Arrows Knight Fireball Witch P.E.K.K.A
Arrows Fireball Electro Spirit Knight Wizard Witch
Arrows Wizard Witch Electro Spirit Knight Fireball
P.E.K.K.A
Wizard Electro Spirit Arrows Knight Fireball 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.

Knight Skeletons Fireball Witch P.E.K.K.A
Fireball Arrows Knight Wizard
P.E.K.K.A Skeletons Knight Witch
P.E.K.K.A Knight Fireball
P.E.K.K.A Skeletons Knight Witch
Arrows Fireball Wizard Skeletons Electro Spirit Witch
P.E.K.K.A Skeletons Knight Fireball Witch
P.E.K.K.A Knight
P.E.K.K.A Skeletons Electro Spirit Knight Fireball Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Knight Witch
P.E.K.K.A Arrows Fireball
P.E.K.K.A Skeletons Knight Fireball Wizard Witch
Wizard Fireball Witch
Witch Skeletons Electro Spirit Knight Fireball P.E.K.K.A
Arrows Electro Spirit Fireball Wizard Witch P.E.K.K.A
Electro Spirit Arrows 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 Arrows Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard Electro Spirit Witch
Arrows Wizard Witch
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball
Arrows Knight Fireball Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard Witch
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Witch
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Electro Spirit Fireball Wizard Witch
Witch
Arrows Fireball Wizard Witch
Fireball Arrows Wizard Witch
Fireball Arrows
Arrows Fireball Wizard Witch
Electro Spirit Fireball Wizard Witch
Fireball
Arrows Fireball Wizard
Electro Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Electro Spirit Fireball Witch
Fireball Arrows Wizard Witch
Arrows Fireball
Fireball Knight Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Electro Spirit Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball Wizard

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