My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Hunter 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.

Hunter Witch P.E.K.K.A Bandit Mother 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.

Fireball

Punishments

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

Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Battle Healer P.E.K.K.A 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.

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
Bandit
Giant Snowball
Witch
Zap
Witch Bandit
Barbarian Barrel
Hunter Witch Bandit
The Log
Hunter Witch Bandit
Earthquake
Witch
Arrows
Witch
Royal Delivery
Battle Healer Hunter Witch P.E.K.K.A Bandit Mother Witch
Fireball
Battle Healer Hunter Witch Bandit Mother Witch
Poison
Battle Healer Hunter Witch Mother Witch
Lightning
Battle Healer Hunter Witch Bandit Mother Witch
Rocket
Battle Healer Hunter Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter

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.

Battle Healer P.E.K.K.A 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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bandit Fireball Battle Healer Hunter Mother Witch Witch P.E.K.K.A

Shortest cycle

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

11 Mirror Bandit Fireball Battle Healer

Attack Synergies 1 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.

Fireball
Mirror
Battle Healer
Mirror Hunter Witch Bandit
Mirror
Fireball Battle Healer
Hunter
Battle Healer P.E.K.K.A Bandit
Witch
Battle Healer P.E.K.K.A Bandit
P.E.K.K.A
Hunter Witch Mother Witch
Bandit
Battle Healer Hunter Witch
Mother Witch
P.E.K.K.A

Defense Synergies 2 10

Fireball
Mirror Battle Healer Bandit
Battle Healer
Mirror Fireball Hunter Witch Bandit Mother Witch
Mirror
Fireball Battle Healer Hunter
Hunter
Battle Healer Mirror P.E.K.K.A Bandit
Witch
Battle Healer Bandit
P.E.K.K.A
Hunter
Bandit
Fireball Battle Healer Hunter Witch
Mother Witch
Battle Healer

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.

Fireball
Hunter P.E.K.K.A Battle Healer Witch Bandit
Hunter Witch P.E.K.K.A Bandit
Hunter Witch P.E.K.K.A Bandit
Fireball Battle Healer P.E.K.K.A
Fireball Hunter Bandit Mother Witch
Hunter Fireball Witch
Fireball Battle Healer P.E.K.K.A Bandit
Hunter Witch P.E.K.K.A
Battle Healer Hunter Bandit
Witch Mother Witch Fireball Hunter Bandit
Hunter Fireball Witch
Hunter P.E.K.K.A Fireball Battle Healer Witch Bandit
Fireball Hunter Witch P.E.K.K.A
P.E.K.K.A Hunter Bandit
Fireball Hunter P.E.K.K.A Bandit
Fireball Hunter Witch P.E.K.K.A
Fireball Battle Healer Hunter Witch Bandit
Hunter Witch Fireball Battle Healer Bandit Mother Witch
P.E.K.K.A Hunter
Fireball Battle Healer Hunter Witch P.E.K.K.A Bandit Mother Witch

Counters to secondary win conditions

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

Fireball Battle Healer Witch P.E.K.K.A Bandit
Fireball Bandit Battle Healer Hunter
P.E.K.K.A Bandit Battle Healer Hunter Witch
Hunter P.E.K.K.A Fireball Battle Healer Bandit
P.E.K.K.A Battle Healer Hunter Witch Bandit
Fireball Mother Witch Hunter Witch
P.E.K.K.A Fireball Battle Healer Hunter Witch Bandit
P.E.K.K.A Battle Healer Hunter
P.E.K.K.A Fireball Witch Bandit
Witch P.E.K.K.A
P.E.K.K.A Hunter Witch
P.E.K.K.A Fireball
P.E.K.K.A Fireball Hunter Witch Bandit
Fireball Witch
Witch Fireball Battle Healer Hunter P.E.K.K.A
Fireball Battle Healer Hunter Witch P.E.K.K.A Mother Witch
Fireball

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.)

Fireball Bandit
Fireball Bandit
Fireball Bandit
Fireball
Fireball
Fireball Mother Witch Hunter Witch
Witch
Fireball Hunter
Fireball Bandit
Fireball
Fireball Bandit
Fireball
Fireball Hunter Bandit
Fireball Bandit
Fireball
Fireball Hunter Witch Bandit
Fireball Bandit
Fireball
Fireball Hunter Bandit
Fireball Witch Mother Witch
Fireball
Fireball
Fireball
Mother Witch Fireball Hunter Witch
Witch
Fireball Hunter Witch Bandit
Fireball Witch Bandit
Fireball Bandit
Fireball Hunter Witch Mother Witch
Fireball Witch
Fireball
Fireball Hunter Bandit
Fireball
P.E.K.K.A
Fireball
Fireball Witch Bandit
Fireball Hunter Witch
Fireball
Fireball Hunter
Fireball
Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch Bandit

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