My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Great!

2 problems 1 warnings Why?

Missing cards in your collection

Goblin Curse Clone Ice Wizard Bandit Fisherman Phoenix Lumberjack Night Witch Mother Witch Graveyard Goblin Machine Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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 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.

Fire Spirit Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Ice Spirit 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.

Zap 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.

Fire Spirit Ice Spirit 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
Giant Snowball
Skeletons Fire Spirit Witch
Zap
Skeletons Fire Spirit Witch
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Bomb Tower Witch
The Log
Skeletons Fire Spirit Ice Spirit Witch
Earthquake
Skeletons Bomb Tower Witch
Arrows
Skeletons Fire Spirit Ice Spirit Witch
Royal Delivery
Skeletons Fire Spirit Ice Spirit Witch P.E.K.K.A
Fireball
Bomb Tower Witch
Poison
Bomb Tower Witch
Lightning
Bomb Tower Witch
Rocket
Bomb Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Fireball Bomb Tower

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.

Fire Spirit Ice Spirit 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.

Fire Spirit Ice Spirit Fireball 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 Fire Spirit Ice Spirit Zap Fireball Bomb Tower Witch P.E.K.K.A

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Zap

Attack Synergies 5 4

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
Fire Spirit
P.E.K.K.A Zap
Ice Spirit
Zap P.E.K.K.A Witch
Zap
Ice Spirit Fireball P.E.K.K.A Fire Spirit Witch
Fireball
Zap
Bomb Tower
Witch
Ice Spirit Zap P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Zap Witch

Defense Synergies 3 16

Skeletons
Fire Spirit Ice Spirit Zap Bomb Tower Witch P.E.K.K.A
Fire Spirit
Skeletons Ice Spirit Zap P.E.K.K.A
Ice Spirit
Zap Skeletons Fire Spirit Fireball Bomb Tower Witch P.E.K.K.A
Zap
Ice Spirit Fireball Bomb Tower Skeletons Fire Spirit Witch P.E.K.K.A
Fireball
Zap Ice Spirit Bomb Tower
Bomb Tower
Zap Skeletons Ice Spirit Fireball
Witch
Skeletons Ice Spirit Zap
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit 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 Fireball
Bomb Tower P.E.K.K.A Skeletons Ice Spirit Zap Witch
Bomb Tower Witch P.E.K.K.A Skeletons Fire Spirit
Bomb Tower Witch P.E.K.K.A Skeletons
Fireball Bomb Tower P.E.K.K.A
Fireball Skeletons Fire Spirit Zap Bomb Tower
Fire Spirit Ice Spirit Zap Fireball Bomb Tower Witch
Zap Fireball Bomb Tower P.E.K.K.A
Witch P.E.K.K.A Skeletons Bomb Tower
Skeletons Fire Spirit Ice Spirit
Witch Skeletons Zap Fireball Bomb Tower
Zap Fireball Witch
Bomb Tower P.E.K.K.A Skeletons Fire Spirit Ice Spirit Zap Fireball Witch
Fire Spirit Fireball Bomb Tower Ice Spirit Zap Witch P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Ice Spirit Zap Fireball P.E.K.K.A
Bomb Tower Skeletons Fireball Witch P.E.K.K.A
Fire Spirit Ice Spirit Fireball Bomb Tower Zap Witch
Zap Bomb Tower Witch Fire Spirit Ice Spirit Fireball
P.E.K.K.A Bomb Tower
Fire Spirit Fireball Bomb Tower Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Fireball Witch P.E.K.K.A
Fireball Zap Bomb Tower
P.E.K.K.A Skeletons Ice Spirit Zap Bomb Tower Witch
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Witch
Fire Spirit Fireball Skeletons Ice Spirit Zap Bomb Tower Witch
P.E.K.K.A Skeletons Fireball Bomb Tower Witch
P.E.K.K.A Bomb Tower
Zap P.E.K.K.A Skeletons Ice Spirit Fireball Bomb Tower Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Bomb Tower Witch
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Fireball Bomb Tower Witch
Fireball Bomb Tower Witch
Witch Skeletons Ice Spirit Zap Fireball Bomb Tower P.E.K.K.A
Zap Fireball Bomb Tower 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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Fire Spirit Zap
Fireball Fire Spirit Ice Spirit Zap Witch
Fire Spirit Witch
Fireball Fire Spirit Ice Spirit Zap
Fireball Zap
Fire Spirit Fireball
Zap Fireball
Fireball Fire Spirit Zap
Fire Spirit Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Fire Spirit Zap Fireball
Fire Spirit Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Ice Spirit Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Fire Spirit Zap Fireball Witch
Zap Ice Spirit Fireball Witch
Fireball
Zap Fireball
Zap Ice Spirit Fireball
P.E.K.K.A
Fireball
Zap Fire Spirit Ice Spirit Fireball Witch
Fireball Fire Spirit Zap Witch
Fireball
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Ice Spirit Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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