My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Firecracker Baby Dragon Witch Mother 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.

Firecracker Baby Dragon Witch P.E.K.K.A Mother Witch

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.

Barbarians Baby Dragon 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.

Firecracker

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
Skeleton Army
Giant Snowball
Barbarians Skeleton Army Baby Dragon Witch
Zap
Firecracker Skeleton Army Witch
Barbarian Barrel
Firecracker Barbarians Skeleton Army Witch
The Log
Firecracker Barbarians Skeleton Army Witch
Earthquake
Firecracker Barbarians Skeleton Army Witch
Arrows
Firecracker Skeleton Army Witch
Royal Delivery
Firecracker Barbarians Skeleton Army Baby Dragon Witch P.E.K.K.A Mother Witch
Fireball
Firecracker Barbarians Skeleton Army Baby Dragon Witch Mother Witch
Poison
Firecracker Barbarians Skeleton Army Witch Mother Witch
Lightning
Baby Dragon Witch Mother Witch
Rocket
Barbarians Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Baby Dragon

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.

Arrows Skeleton Army Baby Dragon P.E.K.K.A Mother Witch

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.

Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Skeleton Army Baby Dragon Mother Witch Barbarians Witch P.E.K.K.A

Shortest cycle

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

13 Arrows Firecracker Skeleton Army Baby Dragon

Attack Synergies 1 7

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.

Arrows
P.E.K.K.A Mother Witch
Firecracker
Baby Dragon P.E.K.K.A
Barbarians
Skeleton Army
Baby Dragon
Firecracker Witch P.E.K.K.A
Witch
Baby Dragon P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Baby Dragon Witch Mother Witch
Mother Witch
Arrows P.E.K.K.A

Defense Synergies 0 10

Arrows
Barbarians P.E.K.K.A Mother Witch
Firecracker
Skeleton Army Baby Dragon P.E.K.K.A
Barbarians
Arrows Skeleton Army
Skeleton Army
Firecracker Barbarians
Baby Dragon
Firecracker Witch P.E.K.K.A Mother Witch
Witch
Baby Dragon
P.E.K.K.A
Arrows Firecracker Baby Dragon
Mother Witch
Arrows Baby Dragon

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.

Firecracker Baby Dragon
Barbarians Skeleton Army P.E.K.K.A Firecracker Witch
Barbarians Skeleton Army Witch P.E.K.K.A
Barbarians Skeleton Army Witch P.E.K.K.A Firecracker
Arrows Firecracker Barbarians Skeleton Army P.E.K.K.A
Arrows Skeleton Army Firecracker Baby Dragon Mother Witch
Arrows Firecracker Baby Dragon Witch
Arrows Barbarians Baby Dragon P.E.K.K.A
Barbarians Witch P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Barbarians
Barbarians Skeleton Army Witch Mother Witch Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch
Barbarians Skeleton Army P.E.K.K.A Witch
Skeleton Army Arrows Firecracker Barbarians Baby Dragon Witch P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A
Barbarians Arrows Firecracker Skeleton Army Witch P.E.K.K.A
Arrows Firecracker Barbarians Skeleton Army Baby Dragon Witch
Arrows Baby Dragon Witch Firecracker Barbarians Mother Witch
Barbarians P.E.K.K.A
Skeleton Army Arrows Firecracker Barbarians Baby Dragon Witch P.E.K.K.A Mother Witch
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Skeleton Army Witch P.E.K.K.A
Arrows Firecracker Baby Dragon
Barbarians Skeleton Army P.E.K.K.A Witch
Skeleton Army P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Skeleton Army Witch
Arrows Firecracker Mother Witch Baby Dragon Witch
Skeleton Army P.E.K.K.A Barbarians Witch
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Firecracker Barbarians Skeleton Army Baby Dragon Witch
Witch P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Barbarians Witch
Skeleton Army P.E.K.K.A Arrows Barbarians
Barbarians Skeleton Army P.E.K.K.A Witch
Firecracker Barbarians Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Firecracker Baby Dragon P.E.K.K.A
Arrows Firecracker Barbarians Baby Dragon Witch P.E.K.K.A Mother Witch
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 Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Baby Dragon
Arrows Firecracker Barbarians
Arrows Firecracker Baby Dragon
Arrows Firecracker Mother Witch Baby Dragon Witch
Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows Firecracker
Firecracker Arrows
Arrows Firecracker Baby Dragon
Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch Mother Witch
Baby Dragon
Arrows
Arrows Barbarians Baby Dragon
Arrows Firecracker Mother Witch Baby Dragon Witch
Witch
Arrows Firecracker Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon Witch Mother Witch
Firecracker Witch
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Barbarians Skeleton Army Witch
Arrows Firecracker Baby Dragon Witch
Arrows
Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows
Firecracker P.E.K.K.A
Firecracker Baby Dragon Witch
Firecracker Witch
Firecracker Baby Dragon Witch
P.E.K.K.A
Firecracker

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