My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Fire Spirit Bats Wizard 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.

Bats Wizard Witch P.E.K.K.A Royal Ghost Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Goblin Barrel

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.

Goblin Barrel Royal Ghost Bandit

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit P.E.K.K.A Royal Ghost Bandit

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.

Goblin Barrel Royal Ghost Bandit

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 Goblin Barrel Bandit
Giant Snowball
Fire Spirit Bats Goblin Barrel Witch
Zap
Fire Spirit Bats Goblin Barrel Witch Bandit
Barbarian Barrel
Fire Spirit Wizard Goblin Barrel Witch Royal Ghost Bandit
The Log
Fire Spirit Goblin Barrel Witch Bandit
Earthquake
Goblin Barrel Witch
Arrows
Fire Spirit Bats Goblin Barrel Witch
Royal Delivery
Fire Spirit Bats Wizard Goblin Barrel Witch P.E.K.K.A Royal Ghost Bandit
Fireball
Wizard Goblin Barrel Witch Bandit
Poison
Bats Wizard Witch
Lightning
Wizard Witch Bandit
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Royal Ghost

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.

Fire Spirit Bats P.E.K.K.A Royal Ghost

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.

Goblin Barrel

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.

Fire Spirit Wizard Goblin Barrel 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.

Fire Spirit Bats Goblin Barrel Royal Ghost Bandit Wizard Witch P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bats Goblin Barrel Royal Ghost

Attack Synergies 1 15

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.

Fire Spirit
P.E.K.K.A Goblin Barrel Bandit
Bats
Goblin Barrel P.E.K.K.A Bandit
Wizard
P.E.K.K.A Royal Ghost Bandit
Goblin Barrel
Fire Spirit Bats P.E.K.K.A Royal Ghost Bandit
Witch
P.E.K.K.A Royal Ghost Bandit
P.E.K.K.A
Fire Spirit Bats Wizard Goblin Barrel Witch
Royal Ghost
Wizard Goblin Barrel Witch Bandit
Bandit
Fire Spirit Bats Wizard Goblin Barrel Witch Royal Ghost

Defense Synergies 0 8

Fire Spirit
P.E.K.K.A
Bats
P.E.K.K.A Bandit
Wizard
P.E.K.K.A Royal Ghost Bandit
Goblin Barrel
Witch
Royal Ghost Bandit
P.E.K.K.A
Fire Spirit Bats Wizard
Royal Ghost
Wizard Witch
Bandit
Bats Wizard Witch

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
P.E.K.K.A Bats Witch Bandit
Witch P.E.K.K.A Fire Spirit Bats Bandit
Witch P.E.K.K.A Bats Bandit
P.E.K.K.A
Fire Spirit Bats Royal Ghost Bandit
Bats Fire Spirit Wizard Witch
P.E.K.K.A Bandit
Witch P.E.K.K.A
Fire Spirit Royal Ghost Bandit
Bats Witch Wizard Royal Ghost Bandit
Bats Wizard Witch
P.E.K.K.A Fire Spirit Bats Wizard Witch Bandit
Fire Spirit Wizard Bats Witch P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit
P.E.K.K.A Bandit
Wizard Bats Witch P.E.K.K.A
Fire Spirit Bats Wizard Witch Royal Ghost Bandit
Wizard Witch Fire Spirit Bats Royal Ghost Bandit
P.E.K.K.A
Wizard Royal Ghost Fire Spirit Bats Witch P.E.K.K.A Bandit

Counters to secondary win conditions

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

Witch P.E.K.K.A Royal Ghost Bandit
Bandit Wizard Royal Ghost
P.E.K.K.A Bandit Bats Witch
P.E.K.K.A Bats Bandit
P.E.K.K.A Witch Bandit
Fire Spirit Wizard Bats Witch
P.E.K.K.A Bats Witch Bandit
P.E.K.K.A
P.E.K.K.A Bats Witch Bandit
Witch P.E.K.K.A
P.E.K.K.A Bats Witch
P.E.K.K.A
P.E.K.K.A Wizard Witch Bandit
Wizard Witch
Witch Bats P.E.K.K.A
Bats Wizard Witch P.E.K.K.A Royal Ghost

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.)

Royal Ghost Bandit
Royal Ghost Bandit
Bandit
Wizard Fire Spirit
Wizard Fire Spirit Bats Witch
Fire Spirit Wizard Witch
Fire Spirit Wizard
Wizard Bandit
Fire Spirit Bats
Wizard Bandit
Fire Spirit Wizard
Fire Spirit Bandit
Bandit
Wizard Witch Bandit
Wizard Bandit
Bats
Fire Spirit Wizard Bandit
Fire Spirit Wizard Witch
Wizard
Fire Spirit Wizard Witch
Witch
Wizard Witch Royal Ghost Bandit
Wizard Witch Bandit
Bandit
Fire Spirit Bats Wizard Witch
Bats Wizard Witch
Wizard Bandit
P.E.K.K.A
Wizard
Fire Spirit Bats Witch Bandit
Fire Spirit Wizard Witch
Wizard
Wizard
P.E.K.K.A
Bats Witch
Bats Witch
Witch Royal Ghost Bandit
P.E.K.K.A
Wizard

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