My Best Clash Royale Deck

Deck Check Rating

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

5 problems 5 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

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 Witch P.E.K.K.A Sparky Mega Knight Skeleton King

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.

Missing

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 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.

Mini P.E.K.K.A P.E.K.K.A Mega Knight Skeleton King

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

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 Clone Sparky Skeleton King
Giant Snowball
Skeletons Clone Witch Skeleton King
Zap
Skeletons Clone Witch Sparky Skeleton King
Barbarian Barrel
Skeletons Clone Witch Sparky Skeleton King
The Log
Skeletons Mini P.E.K.K.A Clone Witch Sparky Skeleton King
Earthquake
Skeletons Clone Witch Skeleton King
Arrows
Skeletons Clone Witch Skeleton King
Royal Delivery
Skeletons Mini P.E.K.K.A Clone Witch P.E.K.K.A Sparky Skeleton King
Fireball
Clone Witch Sparky Skeleton King
Poison
Clone Witch Sparky Skeleton King
Lightning
Mini P.E.K.K.A Witch Sparky Skeleton King
Rocket
Witch Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Sparky Mega Knight Skeleton King

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.

Mini P.E.K.K.A Clone P.E.K.K.A Sparky 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.

Skeletons Clone Mini P.E.K.K.A Skeleton King Witch Sparky P.E.K.K.A Mega Knight

Shortest cycle

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

12 Skeletons Clone Mini P.E.K.K.A Skeleton King

Attack Synergies 1 6

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
Mini P.E.K.K.A
Sparky Mega Knight
Clone
Witch Sparky
Witch
Clone P.E.K.K.A Mega Knight Skeleton King
P.E.K.K.A
Witch
Sparky
Mini P.E.K.K.A Clone
Mega Knight
Mini P.E.K.K.A Witch
Skeleton King
Witch

Defense Synergies 0 6

Skeletons
Mini P.E.K.K.A Witch P.E.K.K.A Sparky
Mini P.E.K.K.A
Skeletons Witch
Clone
Witch
Skeletons Mini P.E.K.K.A Mega Knight
P.E.K.K.A
Skeletons
Sparky
Skeletons
Mega Knight
Witch
Skeleton King

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.

Sparky
Mini P.E.K.K.A P.E.K.K.A Sparky Skeletons Witch Mega Knight
Mini P.E.K.K.A Witch P.E.K.K.A Sparky Mega Knight Skeletons
Mini P.E.K.K.A Witch P.E.K.K.A Sparky Skeletons Mega Knight Skeleton King
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight
Skeletons Mega Knight
Witch
P.E.K.K.A Sparky Mega Knight
Mini P.E.K.K.A Witch P.E.K.K.A Sparky Skeletons Skeleton King
Skeletons Mini P.E.K.K.A Sparky Mega Knight
Witch Skeletons Mega Knight Skeleton King
Witch
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight Skeletons Witch
Sparky Mega Knight Mini P.E.K.K.A Witch P.E.K.K.A Skeleton King
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight Skeleton King
Mini P.E.K.K.A P.E.K.K.A Sparky Mega Knight
Sparky Mega Knight Skeletons Mini P.E.K.K.A Witch P.E.K.K.A
Mega Knight Witch
Witch Mega Knight
Mini P.E.K.K.A P.E.K.K.A Sparky
Mega Knight Mini P.E.K.K.A Witch P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Witch P.E.K.K.A Sparky
Mini P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Skeletons Mini P.E.K.K.A Witch Sparky Mega Knight
Skeletons Witch
Mini P.E.K.K.A P.E.K.K.A Sparky Skeletons Witch
Mini P.E.K.K.A P.E.K.K.A Mega Knight Sparky
P.E.K.K.A Mega Knight Skeletons Mini P.E.K.K.A Witch Sparky
Witch P.E.K.K.A Skeletons Sparky
P.E.K.K.A Mega Knight Mini P.E.K.K.A Witch Sparky
P.E.K.K.A Mega Knight
Mini P.E.K.K.A P.E.K.K.A Mega Knight Skeletons Witch Sparky Skeleton King
Witch Sparky Mega Knight
Witch Sparky Skeletons Mini P.E.K.K.A P.E.K.K.A Skeleton King
Mega Knight Mini P.E.K.K.A Witch P.E.K.K.A Sparky Skeleton King

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.)

Sparky
Sparky
Sparky
Sparky Mega Knight
Witch
Witch Sparky
Mini P.E.K.K.A Sparky
Sparky
Sparky
Sparky
Witch Sparky
Sparky Mega Knight
Sparky
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Sparky Mega Knight
Witch Mega Knight
Sparky Mega Knight
Sparky
Witch Sparky Mega Knight
Witch
Witch Sparky
Witch Sparky Mega Knight
Sparky
Witch Sparky
Witch
Mini P.E.K.K.A Sparky
Sparky Mega Knight
Sparky
P.E.K.K.A Sparky Mega Knight
Sparky
Witch
Witch
Mini P.E.K.K.A Sparky Mega Knight
Skeleton King
Sparky
P.E.K.K.A Sparky Mega Knight
Witch Sparky Skeleton King
Witch
Witch Sparky Mega Knight

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