My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Night Witch Mother 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.

Royal Giant P.E.K.K.A Night Witch Mother Witch Goblinstein

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant 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.

Fire Spirit Royal Giant Heal Spirit 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.

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
Royal Giant Hog Rider Night Witch
Giant Snowball
Fire Spirit Hog Rider Night Witch
Zap
Fire Spirit Royal Giant Night Witch
Barbarian Barrel
Fire Spirit Heal Spirit Night Witch
The Log
Fire Spirit Royal Giant Heal Spirit Hog Rider
Earthquake
Hog Rider
Arrows
Fire Spirit Heal Spirit Night Witch
Royal Delivery
Fire Spirit Heal Spirit Hog Rider P.E.K.K.A Night Witch Mother Witch
Fireball
Hog Rider Night Witch Mother Witch
Poison
Night Witch Mother Witch
Lightning
Night Witch Mother Witch Goblinstein
Rocket
Hog Rider Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit

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 Heal Spirit P.E.K.K.A Night Witch Mother Witch

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.

Royal 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 Heal Spirit

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 Heal Spirit Hog Rider Night Witch Mother Witch Goblinstein Royal Giant P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Heal Spirit Hog Rider Night Witch

Attack Synergies 5 9

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
Royal Giant Hog Rider P.E.K.K.A Mother Witch
Royal Giant
Fire Spirit Heal Spirit Mother Witch Hog Rider Night Witch
Heal Spirit
Royal Giant Hog Rider P.E.K.K.A Night Witch
Hog Rider
Fire Spirit Royal Giant Heal Spirit Mother Witch
P.E.K.K.A
Fire Spirit Heal Spirit Night Witch Mother Witch
Night Witch
Royal Giant Heal Spirit P.E.K.K.A
Mother Witch
Royal Giant Fire Spirit Hog Rider P.E.K.K.A
Goblinstein

Defense Synergies 0 2

Fire Spirit
P.E.K.K.A
Royal Giant
Heal Spirit
Hog Rider
P.E.K.K.A
Fire Spirit
Night Witch
Mother Witch
Mother Witch
Night Witch
Goblinstein

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.

P.E.K.K.A Night Witch
P.E.K.K.A Fire Spirit Night Witch
P.E.K.K.A Night Witch
P.E.K.K.A
Fire Spirit Night Witch Mother Witch
Fire Spirit Night Witch
P.E.K.K.A
P.E.K.K.A Night Witch
Fire Spirit Night Witch
Mother Witch Night Witch
Night Witch
P.E.K.K.A Night Witch Fire Spirit
Fire Spirit P.E.K.K.A Night Witch
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Night Witch
Fire Spirit Night Witch
Fire Spirit Mother Witch
P.E.K.K.A
Fire Spirit P.E.K.K.A Night Witch Mother Witch

Counters to secondary win conditions

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

P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Night Witch
P.E.K.K.A Night Witch
Fire Spirit Mother Witch
P.E.K.K.A Night Witch
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Night Witch
P.E.K.K.A Night Witch
P.E.K.K.A Mother Witch

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.)

Fire Spirit
Mother Witch Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit Night Witch
Fire Spirit
Fire Spirit
Night Witch
Fire Spirit
Fire Spirit Mother Witch
Night Witch
Mother Witch Fire Spirit
Fire Spirit Night Witch Mother Witch
Night Witch
Night Witch
P.E.K.K.A
Fire Spirit Night Witch
Fire Spirit
P.E.K.K.A
P.E.K.K.A

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