My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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 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 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.

Tombstone

Investments

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

Ice Spirit Tombstone 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.

Missing

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 Ice Spirit Heal Spirit 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 Goblin Machine

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Witch Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Goblin Machine

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 Ice Spirit Heal Spirit Tombstone P.E.K.K.A Goblin Machine

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 Heal Spirit 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 Fire Spirit Ice Spirit Heal Spirit Tombstone Witch Goblin Machine P.E.K.K.A

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 2 5

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
Ice Spirit
P.E.K.K.A Witch
Heal Spirit
Witch P.E.K.K.A
Tombstone
Witch
Ice Spirit Heal Spirit P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit Heal Spirit Witch
Goblin Machine

Defense Synergies 0 5

Electro Spirit
Fire Spirit
Ice Spirit P.E.K.K.A
Ice Spirit
Fire Spirit Tombstone Witch P.E.K.K.A
Heal Spirit
Tombstone
Ice Spirit
Witch
Ice Spirit
P.E.K.K.A
Fire Spirit Ice Spirit
Goblin Machine

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.

Tombstone
P.E.K.K.A Ice Spirit Tombstone Witch
Witch P.E.K.K.A Fire Spirit Tombstone
Witch P.E.K.K.A Tombstone
Tombstone P.E.K.K.A
Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Tombstone Witch
Electro Spirit P.E.K.K.A
Witch P.E.K.K.A Tombstone
Fire Spirit Ice Spirit
Witch Electro Spirit Tombstone
Witch
Tombstone P.E.K.K.A Fire Spirit Ice Spirit Witch
Fire Spirit Electro Spirit Ice Spirit Tombstone Witch P.E.K.K.A
P.E.K.K.A Tombstone
Ice Spirit P.E.K.K.A
Tombstone Witch P.E.K.K.A
Fire Spirit Ice Spirit Tombstone Electro Spirit Witch
Witch Electro Spirit Fire Spirit Ice Spirit Tombstone
P.E.K.K.A
Electro Spirit Fire Spirit Witch P.E.K.K.A

Counters to secondary win conditions

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

Tombstone Witch P.E.K.K.A
Tombstone P.E.K.K.A Ice Spirit Witch
P.E.K.K.A
P.E.K.K.A Tombstone Witch
Fire Spirit Electro Spirit Ice Spirit Witch
P.E.K.K.A Tombstone Witch
P.E.K.K.A
P.E.K.K.A Electro Spirit Ice Spirit Tombstone Witch
Witch P.E.K.K.A Tombstone
P.E.K.K.A Tombstone Witch
P.E.K.K.A
P.E.K.K.A Tombstone Witch
Witch
Tombstone Witch Electro Spirit Ice Spirit P.E.K.K.A
Electro Spirit Witch P.E.K.K.A
Electro Spirit Tombstone

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.)

Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Witch Goblin Machine
Fire Spirit Witch
Fire Spirit Ice Spirit
Fire Spirit
Goblin Machine
Fire Spirit
Fire Spirit
Witch
Fire Spirit Goblin Machine
Fire Spirit Witch Goblin Machine
Electro Spirit Fire Spirit Ice Spirit Witch Goblin Machine
Witch
Witch
Witch
Fire Spirit Witch
Electro Spirit Ice Spirit Witch
Electro Spirit Ice Spirit
P.E.K.K.A
Electro Spirit Fire Spirit Ice Spirit Tombstone Witch
Fire Spirit Witch
P.E.K.K.A
Electro Spirit Ice Spirit Witch
Witch
Witch
P.E.K.K.A

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