My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower 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 spells that can finish it off. 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 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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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.

Flying Machine Inferno Tower Witch

Defensive buildings

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

Bomb Tower Inferno Tower

Investments

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

Flying Machine Witch P.E.K.K.A

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.

Missing

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.

Missing

Dropped at the bridge

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

Electro Spirit Flying Machine 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.

Electro Spirit 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
Flying Machine Hog Rider Guards Witch
Zap
Flying Machine Inferno Tower Guards Witch
Barbarian Barrel
Electro Spirit Bomb Tower Inferno Tower Guards Witch
The Log
Electro Spirit Hog Rider Guards Witch
Earthquake
Bomb Tower Hog Rider Inferno Tower Guards Witch
Arrows
Electro Spirit Flying Machine Guards Witch
Royal Delivery
Electro Spirit Flying Machine Hog Rider Guards Witch P.E.K.K.A
Fireball
Bomb Tower Flying Machine Hog Rider Inferno Tower Witch
Poison
Bomb Tower Flying Machine Inferno Tower Guards Witch
Lightning
Bomb Tower Inferno Tower Witch
Rocket
Bomb Tower Hog Rider Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomb Tower

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.

Electro Spirit Inferno Tower Guards 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Guards Bomb Tower Flying Machine Hog Rider Inferno Tower Witch P.E.K.K.A

Shortest cycle

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

12 Electro Spirit Guards Bomb Tower Flying Machine

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.

Electro Spirit
Hog Rider P.E.K.K.A
Bomb Tower
Flying Machine
Hog Rider P.E.K.K.A
Hog Rider
Electro Spirit Flying Machine Guards Witch
Inferno Tower
Guards
Hog Rider
Witch
Hog Rider P.E.K.K.A
P.E.K.K.A
Electro Spirit Flying Machine Witch

Defense Synergies 1 4

Electro Spirit
Bomb Tower
Flying Machine
Inferno Tower Guards P.E.K.K.A
Hog Rider
Inferno Tower
Guards Flying Machine
Guards
Inferno Tower Flying Machine Witch
Witch
Guards
P.E.K.K.A
Flying Machine

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.

Flying Machine Inferno Tower
Bomb Tower Inferno Tower P.E.K.K.A Flying Machine Witch
Bomb Tower Inferno Tower Witch P.E.K.K.A
Bomb Tower Inferno Tower Witch P.E.K.K.A Guards
Bomb Tower P.E.K.K.A
Electro Spirit Bomb Tower Flying Machine Guards
Inferno Tower Electro Spirit Bomb Tower Flying Machine Witch
Electro Spirit Bomb Tower Flying Machine Inferno Tower P.E.K.K.A
Inferno Tower Witch P.E.K.K.A Bomb Tower
Guards Inferno Tower
Guards Witch Electro Spirit Bomb Tower Flying Machine
Inferno Tower Flying Machine Witch
Bomb Tower Inferno Tower P.E.K.K.A Flying Machine Guards Witch
Bomb Tower Electro Spirit Guards Witch P.E.K.K.A
Inferno Tower P.E.K.K.A Bomb Tower
Bomb Tower Inferno Tower P.E.K.K.A
Bomb Tower Inferno Tower Witch P.E.K.K.A
Bomb Tower Electro Spirit Flying Machine Guards Witch
Bomb Tower Witch Electro Spirit Flying Machine Guards
P.E.K.K.A Bomb Tower Inferno Tower
Electro Spirit Bomb Tower Flying Machine 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 Inferno Tower Witch P.E.K.K.A
Bomb Tower Flying Machine
Guards P.E.K.K.A Bomb Tower Inferno Tower Witch
Guards P.E.K.K.A Inferno Tower
Inferno Tower P.E.K.K.A Guards Witch
Electro Spirit Bomb Tower Flying Machine Witch
Guards P.E.K.K.A Bomb Tower Flying Machine Inferno Tower Witch
Inferno Tower P.E.K.K.A Bomb Tower
P.E.K.K.A Electro Spirit Bomb Tower Flying Machine Inferno Tower Witch
Inferno Tower Witch P.E.K.K.A Guards
P.E.K.K.A Bomb Tower Flying Machine Inferno Tower Guards Witch
P.E.K.K.A Guards
P.E.K.K.A Bomb Tower Inferno Tower Guards Witch
Bomb Tower Flying Machine Witch
Inferno Tower Guards Witch Electro Spirit Bomb Tower Flying Machine P.E.K.K.A
Electro Spirit Bomb Tower Flying Machine Inferno Tower Witch P.E.K.K.A
Electro Spirit Bomb Tower Inferno Tower

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.)

Flying Machine Guards
Flying Machine
Flying Machine
Flying Machine Guards
Electro Spirit Flying Machine Witch
Flying Machine Witch
Flying Machine
Flying Machine
Guards
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine Witch
Flying Machine
Flying Machine
Flying Machine Witch
Flying Machine
Electro Spirit Witch
Witch
Flying Machine Witch
Flying Machine Witch
Flying Machine Witch
Electro Spirit Flying Machine Guards Witch
Electro Spirit
P.E.K.K.A
Electro Spirit Flying Machine Guards Witch
Flying Machine Witch
Flying Machine
Flying Machine
Flying Machine P.E.K.K.A
Electro Spirit Flying Machine Guards Witch
Flying Machine Witch
Flying Machine Witch
P.E.K.K.A

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