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.

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 Knight 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.

Zap

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Spear Goblins Bats Knight 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.

Barbarians 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.

Spear Goblins Bats Zap Knight Barbarians Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Spear Goblins Bats Zap Knight

Attack Synergies 3 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.

Spear Goblins
Knight Zap
Bats
Knight Zap P.E.K.K.A
Zap
P.E.K.K.A Spear Goblins Bats Knight Witch
Knight
Spear Goblins Bats Zap Wizard Witch
Barbarians
Wizard
Knight P.E.K.K.A
Witch
Zap Knight P.E.K.K.A
P.E.K.K.A
Zap Bats Wizard Witch

Defense Synergies 2 13

Spear Goblins
Knight Bats Zap Barbarians P.E.K.K.A
Bats
Knight Spear Goblins Zap P.E.K.K.A
Zap
Spear Goblins Bats Knight Barbarians Witch P.E.K.K.A
Knight
Spear Goblins Bats Zap Wizard Witch
Barbarians
Spear Goblins Zap
Wizard
Knight P.E.K.K.A
Witch
Zap Knight
P.E.K.K.A
Spear Goblins Bats Zap 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 Zap Knight Wizard
Barbarians P.E.K.K.A Bats Zap Knight Witch
Barbarians Witch P.E.K.K.A Bats Knight
Barbarians Witch P.E.K.K.A Bats Knight
Barbarians P.E.K.K.A
Spear Goblins Bats Zap
Bats Spear Goblins Zap Wizard Witch
Zap Barbarians P.E.K.K.A
Barbarians Witch P.E.K.K.A
Knight Spear Goblins Barbarians
Bats Barbarians Witch Spear Goblins Zap Knight Wizard
Spear Goblins Bats Zap Wizard Witch
Barbarians P.E.K.K.A Bats Zap Knight Wizard Witch
Wizard Bats Zap Barbarians Witch P.E.K.K.A
Barbarians P.E.K.K.A Knight
Barbarians Zap P.E.K.K.A
Barbarians Wizard Bats Knight Witch P.E.K.K.A
Spear Goblins Bats Zap Knight Barbarians Wizard Witch
Zap Wizard Witch Spear Goblins Bats Knight Barbarians
Barbarians P.E.K.K.A
Wizard Spear Goblins Bats Knight Barbarians 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.

Knight Barbarians Spear Goblins Zap Witch P.E.K.K.A
Zap Knight Wizard
Barbarians P.E.K.K.A Spear Goblins Bats Zap Knight Witch
P.E.K.K.A Bats Zap Knight Barbarians
Barbarians P.E.K.K.A Knight Witch
Wizard Bats Zap Witch
P.E.K.K.A Spear Goblins Bats Knight Barbarians Witch
P.E.K.K.A Knight Barbarians
Zap P.E.K.K.A Spear Goblins Bats Knight Barbarians Witch
Witch P.E.K.K.A Barbarians
P.E.K.K.A Bats Knight Barbarians Witch
P.E.K.K.A Zap Barbarians
Barbarians P.E.K.K.A Knight Wizard Witch
Wizard Barbarians Witch
Barbarians Witch Spear Goblins Bats Zap Knight P.E.K.K.A
Bats Zap Barbarians Wizard Witch P.E.K.K.A
Zap

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.)

Knight
Zap
Knight Barbarians
Wizard Zap
Wizard Spear Goblins Bats Zap Witch
Wizard Witch
Zap Wizard
Zap Wizard
Bats
Zap Knight Wizard
Zap Wizard
Knight
Zap
Spear Goblins Zap Wizard Witch
Wizard
Bats
Zap Wizard
Zap Wizard Witch
Wizard
Zap Barbarians
Zap Wizard Witch
Witch
Zap Wizard Witch
Zap Wizard Witch
Zap
Bats Zap Wizard Witch
Zap Bats Wizard Witch
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Spear Goblins Bats Barbarians Witch
Zap Wizard Witch
Knight Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Bats Witch
Bats Zap Witch
Zap Witch
P.E.K.K.A
Wizard

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