My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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 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 Spear Goblins Bats 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.

Spear Goblins Bats 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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows 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.

Electro Spirit Fire Spirit Spear Goblins Bats Arrows P.E.K.K.A

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Spear Goblins Bats Arrows Wizard Witch P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Fire Spirit Spear Goblins Bats

Attack Synergies 2 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.

Electro Spirit
P.E.K.K.A
Fire Spirit
P.E.K.K.A
Spear Goblins
Bats
P.E.K.K.A
Arrows
P.E.K.K.A
Wizard
P.E.K.K.A
Witch
P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Electro Spirit Bats Wizard Witch

Defense Synergies 0 8

Electro Spirit
Fire Spirit
Spear Goblins P.E.K.K.A
Spear Goblins
Fire Spirit Bats Arrows P.E.K.K.A
Bats
Spear Goblins P.E.K.K.A
Arrows
Spear Goblins P.E.K.K.A
Wizard
P.E.K.K.A
Witch
P.E.K.K.A
Fire Spirit Spear Goblins Bats 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.

Spear Goblins Wizard
P.E.K.K.A Bats Witch
Witch P.E.K.K.A Fire Spirit Bats
Witch P.E.K.K.A Bats
Arrows P.E.K.K.A
Arrows Electro Spirit Fire Spirit Spear Goblins Bats
Bats Electro Spirit Fire Spirit Spear Goblins Arrows Wizard Witch
Electro Spirit Arrows P.E.K.K.A
Witch P.E.K.K.A
Fire Spirit Spear Goblins
Bats Witch Electro Spirit Spear Goblins Arrows Wizard
Arrows Spear Goblins Bats Wizard Witch
P.E.K.K.A Fire Spirit Bats Wizard Witch
Fire Spirit Wizard Electro Spirit Bats Arrows Witch P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Bats Arrows Witch P.E.K.K.A
Fire Spirit Arrows Electro Spirit Spear Goblins Bats Wizard Witch
Arrows Wizard Witch Electro Spirit Fire Spirit Spear Goblins Bats
P.E.K.K.A
Wizard Electro Spirit Fire Spirit Spear Goblins Bats Arrows 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.

Spear Goblins Witch P.E.K.K.A
Arrows Wizard
P.E.K.K.A Spear Goblins Bats Witch
P.E.K.K.A Bats
P.E.K.K.A Witch
Fire Spirit Arrows Wizard Electro Spirit Bats Witch
P.E.K.K.A Spear Goblins Bats Witch
P.E.K.K.A
P.E.K.K.A Electro Spirit Spear Goblins Bats Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Witch
P.E.K.K.A Arrows
P.E.K.K.A Wizard Witch
Wizard Witch
Witch Electro Spirit Spear Goblins Bats P.E.K.K.A
Bats Arrows Electro Spirit Wizard Witch P.E.K.K.A
Electro Spirit Arrows

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.)

Arrows
Arrows
Arrows
Arrows
Wizard Fire Spirit Arrows
Arrows Wizard Electro Spirit Fire Spirit Spear Goblins Bats Witch
Fire Spirit Arrows Wizard Witch
Arrows Fire Spirit Wizard
Arrows Wizard
Fire Spirit Bats
Arrows Wizard
Fire Spirit Arrows Wizard
Fire Spirit
Arrows
Arrows
Spear Goblins Arrows Wizard Witch
Arrows Wizard
Arrows
Bats
Fire Spirit Arrows Wizard
Fire Spirit Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Electro Spirit Fire Spirit Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Fire Spirit Bats Arrows Wizard Witch
Electro Spirit Bats Wizard Witch
Arrows Wizard
Electro Spirit Arrows
P.E.K.K.A
Arrows Wizard
Electro Spirit Fire Spirit Spear Goblins Bats Witch
Fire Spirit Arrows Wizard Witch
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Electro Spirit Bats Witch
Bats Witch
Witch
P.E.K.K.A
Wizard

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