My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 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.

Bats Minions Mega Minion Goblin Hut Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

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

Bats Mega Minion Goblin Hut Wizard 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.

Fireball

Punishments

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

Mini P.E.K.K.A

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.

Mini 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.

Mini 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
Bats Minions
Giant Snowball
Bats Minions Mega Minion Goblin Hut Witch
Zap
Bats Minions Goblin Hut Witch
Barbarian Barrel
Goblin Hut Wizard Witch
The Log
Mini P.E.K.K.A Goblin Hut Witch
Earthquake
Goblin Hut Witch
Arrows
Bats Minions Goblin Hut Witch
Royal Delivery
Bats Minions Mega Minion Mini P.E.K.K.A Goblin Hut Wizard Witch
Fireball
Minions Mega Minion Goblin Hut Wizard Witch
Poison
Bats Minions Mega Minion Goblin Hut Wizard Witch
Lightning
Mega Minion Mini P.E.K.K.A Goblin Hut Wizard Witch
Rocket
Goblin Hut Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Bats Mega Minion Mini P.E.K.K.A

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.

Minions Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Minions Mega Minion Fireball Mini P.E.K.K.A Goblin Hut Wizard Witch

Shortest cycle

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

12 Bats Minions Mega Minion Fireball

Attack Synergies 0 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.

Bats
Minions Mega Minion Mini P.E.K.K.A
Minions
Bats Mini P.E.K.K.A
Mega Minion
Bats Fireball
Fireball
Mega Minion
Mini P.E.K.K.A
Bats Minions Goblin Hut Wizard
Goblin Hut
Mini P.E.K.K.A
Wizard
Mini P.E.K.K.A
Witch

Defense Synergies 0 11

Bats
Minions Mini P.E.K.K.A
Minions
Bats
Mega Minion
Goblin Hut Wizard Witch
Fireball
Mini P.E.K.K.A Goblin Hut
Mini P.E.K.K.A
Bats Fireball Goblin Hut Wizard Witch
Goblin Hut
Mega Minion Fireball Mini P.E.K.K.A Wizard
Wizard
Mega Minion Mini P.E.K.K.A Goblin Hut
Witch
Mega Minion Mini 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.

Minions Mega Minion Fireball Goblin Hut Wizard
Mini P.E.K.K.A Bats Minions Mega Minion Goblin Hut Witch
Mini P.E.K.K.A Goblin Hut Witch Bats Minions Mega Minion
Mini P.E.K.K.A Goblin Hut Witch Bats Minions Mega Minion
Fireball Mini P.E.K.K.A
Fireball Bats Minions Mega Minion
Bats Minions Mega Minion Fireball Goblin Hut Wizard Witch
Fireball
Mini P.E.K.K.A Witch Minions Goblin Hut
Mini P.E.K.K.A
Bats Minions Witch Mega Minion Fireball Goblin Hut Wizard
Minions Mega Minion Bats Fireball Goblin Hut Wizard Witch
Mini P.E.K.K.A Goblin Hut Bats Minions Fireball Wizard Witch
Fireball Wizard Bats Minions Mega Minion Mini P.E.K.K.A Goblin Hut Witch
Mini P.E.K.K.A Goblin Hut
Fireball Mini P.E.K.K.A Goblin Hut
Wizard Bats Minions Fireball Mini P.E.K.K.A Goblin Hut Witch
Fireball Bats Minions Mega Minion Goblin Hut Wizard Witch
Wizard Witch Bats Minions Mega Minion Fireball Goblin Hut
Mini P.E.K.K.A Goblin Hut
Wizard Bats Minions Fireball Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball Goblin Hut Witch
Fireball Mega Minion Mini P.E.K.K.A Wizard
Bats Minions Mini P.E.K.K.A Goblin Hut Witch
Mini P.E.K.K.A Bats Fireball
Mini P.E.K.K.A Goblin Hut Witch
Fireball Wizard Bats Minions Goblin Hut Witch
Mini P.E.K.K.A Bats Minions Mega Minion Fireball Goblin Hut Witch
Mini P.E.K.K.A
Bats Minions Mega Minion Fireball Mini P.E.K.K.A Goblin Hut Witch
Witch Mega Minion Goblin Hut
Bats Minions Mega Minion Mini P.E.K.K.A Goblin Hut Witch
Fireball
Mini P.E.K.K.A Fireball Wizard Witch
Wizard Fireball Witch
Goblin Hut Witch Bats Minions Mega Minion Fireball Mini P.E.K.K.A
Bats Minions Mega Minion Fireball Mini P.E.K.K.A Goblin Hut Wizard Witch
Fireball Goblin Hut

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
Fireball
Fireball Goblin Hut
Fireball
Fireball Wizard
Fireball Wizard Bats Minions Mega Minion Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Bats Minions Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Wizard
Fireball Goblin Hut
Minions Fireball
Fireball Goblin Hut
Fireball Goblin Hut Wizard Witch
Fireball Goblin Hut Wizard
Fireball
Bats Minions Mini P.E.K.K.A
Mega Minion Fireball Mini P.E.K.K.A Wizard
Fireball Wizard Witch
Minions Fireball
Fireball Wizard
Fireball
Fireball Wizard Witch
Mega Minion Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Bats Fireball Wizard Witch
Bats Minions Mega Minion Fireball Goblin Hut Wizard Witch
Mega Minion Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard
Bats Minions Fireball Goblin Hut Witch
Fireball Mega Minion Wizard Witch
Fireball
Fireball Mega Minion Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Mega Minion
Bats Minions Fireball Witch
Bats Fireball Witch
Fireball Witch
Fireball Wizard

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