My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard Night Witch

Defensive buildings

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

Cannon

Investments

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

Bomber Knight P.E.K.K.A Ice Wizard Night 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.

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.

Electro Spirit Knight 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

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
Bomber Night Witch
Giant Snowball
Bomber Cannon Night Witch
Zap
Bomber Cannon Night Witch
Barbarian Barrel
Electro Spirit Bomber Knight Cannon Ice Wizard Night Witch
The Log
Electro Spirit Bomber Cannon
Earthquake
Bomber Cannon
Arrows
Electro Spirit Bomber Night Witch
Royal Delivery
Electro Spirit Bomber Knight P.E.K.K.A Ice Wizard Night Witch
Fireball
Bomber Cannon Ice Wizard Night Witch
Poison
Bomber Cannon Ice Wizard Night Witch
Lightning
Knight Cannon Ice Wizard Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Zap Ice Wizard

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.

Electro Spirit Knight P.E.K.K.A Ice Wizard Night 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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bomber Zap Knight Cannon Ice Wizard Night Witch P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Bomber Zap Knight

Attack Synergies 1 12

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
Zap P.E.K.K.A
Bomber
Zap Knight P.E.K.K.A
Zap
P.E.K.K.A Electro Spirit Bomber Knight Ice Wizard Night Witch
Knight
Bomber Zap Ice Wizard Night Witch
Cannon
P.E.K.K.A
Zap Electro Spirit Bomber Ice Wizard Night Witch
Ice Wizard
Zap Knight P.E.K.K.A
Night Witch
Zap Knight P.E.K.K.A

Defense Synergies 4 13

Electro Spirit
Zap
Bomber
Knight Zap Cannon P.E.K.K.A
Zap
Cannon Electro Spirit Bomber Knight P.E.K.K.A Ice Wizard Night Witch
Knight
Bomber Cannon Ice Wizard Zap Night Witch
Cannon
Zap Knight Bomber Ice Wizard Night Witch
P.E.K.K.A
Bomber Zap Ice Wizard
Ice Wizard
Knight Zap Cannon P.E.K.K.A Night Witch
Night Witch
Zap Knight Cannon Ice 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.

Bomber Zap Knight Cannon
P.E.K.K.A Zap Knight Cannon Ice Wizard Night Witch
Cannon P.E.K.K.A Bomber Knight Ice Wizard Night Witch
Cannon P.E.K.K.A Night Witch Knight Ice Wizard
Bomber P.E.K.K.A
Electro Spirit Bomber Zap Cannon Ice Wizard Night Witch
Electro Spirit Zap Cannon Ice Wizard Night Witch
Electro Spirit Zap Cannon P.E.K.K.A
Cannon P.E.K.K.A Ice Wizard Night Witch
Knight Bomber Cannon Ice Wizard Night Witch
Ice Wizard Electro Spirit Bomber Zap Knight Cannon Night Witch
Zap Ice Wizard Night Witch
Cannon P.E.K.K.A Night Witch Bomber Zap Knight Ice Wizard
Bomber Electro Spirit Zap Cannon P.E.K.K.A Night Witch
P.E.K.K.A Knight Cannon
Zap Cannon P.E.K.K.A
Bomber Knight Cannon P.E.K.K.A Night Witch
Cannon Electro Spirit Bomber Zap Knight Ice Wizard Night Witch
Zap Electro Spirit Bomber Knight Cannon Ice Wizard
P.E.K.K.A Cannon
Bomber Electro Spirit Knight Cannon P.E.K.K.A Night Witch

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A
Bomber Zap Knight
P.E.K.K.A Zap Knight
P.E.K.K.A Zap Knight Night Witch
P.E.K.K.A Knight Cannon Night Witch
Electro Spirit Zap Ice Wizard
P.E.K.K.A Knight Ice Wizard Night Witch
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Spirit Knight
P.E.K.K.A Cannon
P.E.K.K.A Knight
P.E.K.K.A Zap
P.E.K.K.A Knight Cannon Night Witch
Bomber Cannon
Electro Spirit Bomber Zap Knight P.E.K.K.A Night Witch
Electro Spirit Bomber Zap Cannon P.E.K.K.A Ice Wizard
Electro Spirit Bomber Zap Cannon Ice Wizard

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 Ice Wizard
Knight
Bomber Zap
Electro Spirit Zap Ice Wizard
Bomber
Zap Ice Wizard
Zap
Night Witch
Zap Knight
Zap
Knight
Zap
Bomber Zap
Bomber Night Witch
Bomber Zap
Bomber Zap
Night Witch
Zap
Zap Electro Spirit Bomber Ice Wizard
Zap Ice Wizard
Zap
Zap
Zap Ice Wizard Night Witch
Zap Electro Spirit
Night Witch
Bomber Zap Night Witch
Zap Electro Spirit
P.E.K.K.A
Zap Electro Spirit Night Witch
Zap Ice Wizard
Knight
Bomber Zap
Zap
P.E.K.K.A
Zap Electro Spirit
Zap
Zap
P.E.K.K.A

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