My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Witch Ice Wizard

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.

Witch P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball

Punishments

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

Hog Rider

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 Hog Rider 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.

Hog Rider

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
Hog Rider Guards
Giant Snowball
Fire Spirit Hog Rider Guards Witch
Zap
Fire Spirit Guards Witch
Barbarian Barrel
Fire Spirit Guards Witch Ice Wizard
The Log
Fire Spirit Hog Rider Guards Witch
Earthquake
Hog Rider Guards Witch
Arrows
Fire Spirit Guards Witch
Royal Delivery
Fire Spirit Hog Rider Guards Witch P.E.K.K.A Ice Wizard
Fireball
Hog Rider Witch Ice Wizard
Poison
Guards Witch Ice Wizard
Lightning
Witch Ice Wizard
Rocket
Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Ice 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.

Fire Spirit Guards P.E.K.K.A Ice Wizard

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 Fireball Witch Ice Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Guards Ice Wizard Fireball Hog Rider Witch P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Guards Ice Wizard

Attack Synergies 6 8

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.

Fire Spirit
Hog Rider P.E.K.K.A Zap
Zap
Fireball Hog Rider P.E.K.K.A Fire Spirit Guards Witch Ice Wizard
Fireball
Zap Hog Rider
Hog Rider
Fire Spirit Zap Fireball Guards Witch
Guards
Zap Hog Rider
Witch
Zap Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Witch Ice Wizard
Ice Wizard
Zap P.E.K.K.A

Defense Synergies 1 11

Fire Spirit
Zap P.E.K.K.A
Zap
Fireball Fire Spirit Guards Witch P.E.K.K.A Ice Wizard
Fireball
Zap Ice Wizard
Hog Rider
Guards
Zap Witch Ice Wizard
Witch
Zap Guards Ice Wizard
P.E.K.K.A
Fire Spirit Zap Ice Wizard
Ice Wizard
Zap Fireball Guards Witch P.E.K.K.A

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

Counters to secondary win conditions

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

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

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

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