My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
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.

Bats Dart Goblin 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.

Bats Wizard Witch P.E.K.K.A Mega Knight

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

Punishments

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

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.

Electro Spirit Dart Goblin P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Wizard Mega Knight

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 Bats Arrows P.E.K.K.A 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.

Dart Goblin 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.

Electro Spirit Bats Arrows Dart Goblin Wizard Witch P.E.K.K.A Mega Knight

Shortest cycle

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

9 Electro Spirit Bats Arrows Dart Goblin

Attack Synergies 2 9

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
Bats
Mega Knight P.E.K.K.A
Arrows
P.E.K.K.A Mega Knight
Dart Goblin
P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Witch
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Electro Spirit Bats Dart Goblin Wizard Witch
Mega Knight
Bats Arrows Dart Goblin Wizard Witch

Defense Synergies 1 9

Electro Spirit
Bats
Dart Goblin P.E.K.K.A Mega Knight
Arrows
Mega Knight P.E.K.K.A
Dart Goblin
Bats P.E.K.K.A Mega Knight
Wizard
P.E.K.K.A Mega Knight
Witch
Mega Knight
P.E.K.K.A
Bats Arrows Dart Goblin Wizard
Mega Knight
Arrows Bats Dart Goblin Wizard Witch

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.

Dart Goblin Wizard
P.E.K.K.A Bats Dart Goblin Witch Mega Knight
Witch P.E.K.K.A Mega Knight Bats Dart Goblin
Witch P.E.K.K.A Bats Dart Goblin Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Electro Spirit Bats Dart Goblin Mega Knight
Bats Dart Goblin Electro Spirit Arrows Wizard Witch
Electro Spirit Arrows Dart Goblin P.E.K.K.A Mega Knight
Witch P.E.K.K.A
Dart Goblin Mega Knight
Bats Dart Goblin Witch Electro Spirit Arrows Wizard Mega Knight
Arrows Bats Dart Goblin Wizard Witch
P.E.K.K.A Mega Knight Bats Wizard Witch
Wizard Mega Knight Electro Spirit Bats Arrows Dart Goblin Witch P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Arrows Witch P.E.K.K.A
Arrows Mega Knight Electro Spirit Bats Dart Goblin Wizard Witch
Arrows Wizard Witch Electro Spirit Bats Dart Goblin Mega Knight
P.E.K.K.A Dart Goblin
Wizard Mega Knight Electro Spirit Bats Arrows Dart Goblin Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Witch P.E.K.K.A
Arrows Wizard Mega Knight
P.E.K.K.A Mega Knight Bats Witch
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Witch Mega Knight
Arrows Wizard Electro Spirit Bats Dart Goblin Witch
P.E.K.K.A Bats Dart Goblin Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Electro Spirit Bats Witch
Witch P.E.K.K.A Dart Goblin
P.E.K.K.A Mega Knight Bats Dart Goblin Witch
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Wizard Witch
Wizard Dart Goblin Witch Mega Knight
Witch Electro Spirit Bats Dart Goblin P.E.K.K.A
Bats Arrows Mega Knight Electro Spirit Dart Goblin 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 Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Wizard Arrows Mega Knight
Arrows Wizard Electro Spirit Bats Dart Goblin Witch
Arrows Dart Goblin Wizard Witch
Arrows Dart Goblin Wizard
Arrows Dart Goblin Wizard
Bats
Arrows Dart Goblin Wizard
Arrows Dart Goblin Wizard
Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin Wizard Witch
Arrows Dart Goblin Wizard Mega Knight
Arrows
Bats
Arrows Dart Goblin Wizard Mega Knight
Arrows Dart Goblin Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Electro Spirit Wizard Witch Mega Knight
Witch
Arrows Dart Goblin Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows Dart Goblin
Bats Arrows Dart Goblin Wizard Witch
Electro Spirit Bats Dart Goblin Wizard Witch
Arrows Dart Goblin Wizard Mega Knight
Electro Spirit Arrows
P.E.K.K.A Mega Knight
Arrows Wizard
Electro Spirit Bats Dart Goblin Witch
Arrows Dart Goblin Wizard Witch
Arrows
Dart Goblin Wizard Mega Knight
Arrows Dart Goblin Wizard
Arrows
Dart Goblin P.E.K.K.A Mega Knight
Electro Spirit Bats Dart Goblin Witch
Bats Dart Goblin Witch
Dart Goblin Witch Mega Knight
P.E.K.K.A
Dart Goblin Wizard Mega Knight

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