My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Night 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.

Wizard P.E.K.K.A Fisherman Night Witch Mother Witch Goblinstein

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 Void

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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
Fisherman Night Witch
Giant Snowball
Fisherman Night Witch
Zap
Fisherman Night Witch
Barbarian Barrel
Wizard Night Witch
The Log
Fisherman
Earthquake
Arrows
Night Witch
Royal Delivery
Wizard P.E.K.K.A Fisherman Night Witch Mother Witch
Fireball
Wizard Fisherman Night Witch Mother Witch
Poison
Wizard Fisherman Night Witch Mother Witch
Lightning
Wizard Fisherman Night Witch Mother Witch Goblinstein
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows P.E.K.K.A Night Witch Mother Witch

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Void Fisherman Night Witch Mother Witch Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

13 Arrows Void Fisherman Night Witch

Attack Synergies 2 6

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
Void P.E.K.K.A Night Witch Mother Witch
Wizard
P.E.K.K.A
Void
Arrows
P.E.K.K.A
Arrows Wizard Fisherman Night Witch Mother Witch
Fisherman
P.E.K.K.A
Night Witch
Arrows P.E.K.K.A
Mother Witch
Arrows P.E.K.K.A
Goblinstein

Defense Synergies 1 6

Arrows
Void P.E.K.K.A Mother Witch
Wizard
P.E.K.K.A
Void
Arrows
P.E.K.K.A
Arrows Wizard Fisherman
Fisherman
P.E.K.K.A Mother Witch
Night Witch
Mother Witch
Mother Witch
Arrows Fisherman Night Witch
Goblinstein

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.

Wizard Void
P.E.K.K.A Fisherman Night Witch
P.E.K.K.A Fisherman Void Night Witch
P.E.K.K.A Night Witch Fisherman
Arrows P.E.K.K.A
Arrows Night Witch Mother Witch
Arrows Wizard Void Night Witch
Arrows Void P.E.K.K.A
P.E.K.K.A Fisherman Night Witch
Fisherman Night Witch
Mother Witch Arrows Wizard Fisherman Night Witch
Arrows Wizard Night Witch
P.E.K.K.A Night Witch Wizard
Wizard Arrows P.E.K.K.A Night Witch
P.E.K.K.A
P.E.K.K.A Fisherman
Wizard Arrows P.E.K.K.A Fisherman Night Witch
Arrows Wizard Fisherman Night Witch
Arrows Wizard Fisherman Mother Witch
P.E.K.K.A Fisherman
Wizard Arrows P.E.K.K.A Fisherman Night Witch Mother Witch

Counters to secondary win conditions

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

Void P.E.K.K.A Fisherman
Void Arrows Wizard Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman Night Witch
P.E.K.K.A Fisherman Night Witch
Arrows Wizard Mother Witch
P.E.K.K.A Void Night Witch
P.E.K.K.A Fisherman
Void P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Void
P.E.K.K.A Wizard Night Witch
Wizard
P.E.K.K.A Fisherman Night Witch
Arrows Wizard P.E.K.K.A Mother Witch
Arrows Void

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.)

Void Arrows
Arrows Void Fisherman
Arrows Void
Arrows Void
Wizard Arrows
Arrows Wizard Mother Witch
Arrows Wizard
Arrows Wizard
Arrows Void Wizard Fisherman
Void Fisherman Night Witch
Void Arrows Wizard Fisherman
Void Arrows Wizard
Void Fisherman
Arrows Void Fisherman
Arrows Fisherman
Arrows Wizard
Arrows Wizard
Arrows
Fisherman Night Witch
Void Arrows Wizard Fisherman
Arrows Wizard Void Mother Witch
Void Night Witch
Arrows Wizard Void
Void Fisherman
Arrows Void
Arrows Mother Witch Wizard
Fisherman
Arrows Void Wizard Fisherman
Void Arrows Wizard Fisherman
Void Arrows Fisherman
Arrows Wizard Void Night Witch Mother Witch
Wizard Void
Void Night Witch
Void Arrows Wizard Night Witch
Void Arrows
P.E.K.K.A
Arrows Wizard
Void Night Witch
Arrows Wizard
Arrows
Void Wizard
Arrows Wizard
Void Arrows
P.E.K.K.A
Void
Void
P.E.K.K.A
Wizard Void
Void

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