My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Mediocre

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Goblin Gang Witch Archer Queen

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.

Ice Spirit Witch P.E.K.K.A Electro Giant Archer Queen

Offensive cards

Win conditions

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

Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Goblin Gang Electro Giant

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.

Fire Spirit Ice Spirit Goblin Gang P.E.K.K.A Electro Giant Archer Queen

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
Goblin Gang
Giant Snowball
Fire Spirit Goblin Gang Witch
Zap
Fire Spirit Goblin Gang Witch
Barbarian Barrel
Fire Spirit Ice Spirit Goblin Gang Witch
The Log
Fire Spirit Ice Spirit Goblin Gang Witch
Earthquake
Goblin Gang Witch
Arrows
Fire Spirit Ice Spirit Goblin Gang Witch
Royal Delivery
Fire Spirit Ice Spirit Goblin Gang Witch P.E.K.K.A
Fireball
Goblin Gang Witch
Poison
Goblin Gang Witch
Lightning
Witch Archer Queen
Rocket
Witch Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Electro Giant

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 Ice Spirit P.E.K.K.A Electro Giant

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 Ice Spirit Goblin Gang 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.

Fire Spirit Ice Spirit Zap Goblin Gang Witch Archer Queen P.E.K.K.A Electro Giant

Shortest cycle

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

7 Fire Spirit Ice Spirit Zap Goblin Gang

Attack Synergies 4 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.

Fire Spirit
P.E.K.K.A Zap
Ice Spirit
Zap P.E.K.K.A Witch
Zap
Ice Spirit P.E.K.K.A Fire Spirit Witch
Goblin Gang
P.E.K.K.A
Witch
Ice Spirit Zap P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Zap Goblin Gang Witch Archer Queen
Electro Giant
Archer Queen
Archer Queen
P.E.K.K.A Electro Giant

Defense Synergies 2 13

Fire Spirit
Ice Spirit Zap P.E.K.K.A Archer Queen
Ice Spirit
Zap Goblin Gang Fire Spirit Witch P.E.K.K.A Archer Queen
Zap
Ice Spirit Fire Spirit Goblin Gang Witch P.E.K.K.A Archer Queen
Goblin Gang
Ice Spirit Zap P.E.K.K.A Archer Queen
Witch
Ice Spirit Zap
P.E.K.K.A
Fire Spirit Ice Spirit Zap Goblin Gang
Electro Giant
Archer Queen
Fire Spirit Ice Spirit Zap Goblin Gang

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.

Zap
P.E.K.K.A Ice Spirit Zap Goblin Gang Witch
Goblin Gang Witch P.E.K.K.A Fire Spirit
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A
Goblin Gang Fire Spirit Zap
Fire Spirit Ice Spirit Zap Goblin Gang Witch
Zap P.E.K.K.A Electro Giant
Witch P.E.K.K.A Goblin Gang Archer Queen
Goblin Gang Fire Spirit Ice Spirit
Goblin Gang Witch Zap Electro Giant
Zap Goblin Gang Witch
P.E.K.K.A Fire Spirit Ice Spirit Zap Goblin Gang Witch
Fire Spirit Ice Spirit Zap Goblin Gang Witch P.E.K.K.A
P.E.K.K.A Goblin Gang
Ice Spirit Zap Goblin Gang P.E.K.K.A Electro Giant
Goblin Gang Witch P.E.K.K.A
Fire Spirit Ice Spirit Zap Goblin Gang Witch
Zap Witch Fire Spirit Ice Spirit
P.E.K.K.A
Goblin Gang Fire Spirit Witch P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Goblin Gang Zap Witch P.E.K.K.A Electro Giant
Zap Goblin Gang
Goblin Gang P.E.K.K.A Ice Spirit Zap Witch
Goblin Gang P.E.K.K.A Zap
P.E.K.K.A Goblin Gang Witch
Fire Spirit Electro Giant Ice Spirit Zap Goblin Gang Witch
Goblin Gang P.E.K.K.A Witch
P.E.K.K.A
Zap P.E.K.K.A Ice Spirit Witch
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Witch
P.E.K.K.A Zap Electro Giant Archer Queen
P.E.K.K.A Goblin Gang Witch
Witch Electro Giant
Goblin Gang Witch Electro Giant Ice Spirit Zap P.E.K.K.A Archer Queen
Zap Witch P.E.K.K.A Electro Giant Archer Queen
Zap

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.)

Zap
Fire Spirit Zap
Electro Giant Fire Spirit Ice Spirit Zap Witch
Fire Spirit Witch
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Goblin Gang
Zap
Fire Spirit Zap Archer Queen
Fire Spirit
Zap
Zap Witch
Fire Spirit Zap
Fire Spirit Zap Witch Electro Giant
Zap
Zap Electro Giant Fire Spirit Ice Spirit Witch
Witch
Zap Witch
Zap Witch
Zap
Fire Spirit Zap Witch Electro Giant
Zap Ice Spirit Witch Electro Giant
Zap
Zap Ice Spirit
P.E.K.K.A
Zap Fire Spirit Ice Spirit Goblin Gang Witch
Fire Spirit Zap Witch Archer Queen
Goblin Gang
Zap
Zap Electro Giant Archer Queen
P.E.K.K.A Archer Queen
Zap Electro Giant Ice Spirit Goblin Gang Witch Archer Queen
Zap Witch Archer Queen
Zap Witch Electro Giant Archer Queen
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: