My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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 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!
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.

Firecracker 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.

Firecracker Witch P.E.K.K.A Royal Ghost Mother Witch

Offensive cards

Win conditions

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

Miner Graveyard

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.

Miner Royal Ghost Graveyard

Pump responses

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

Miner Graveyard

Dropped at the bridge

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

P.E.K.K.A Royal Ghost

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.

Firecracker Miner Royal Ghost Graveyard

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
Miner Graveyard
Giant Snowball
Witch Miner Graveyard
Zap
Firecracker Witch Graveyard
Barbarian Barrel
Firecracker Witch Royal Ghost Graveyard
The Log
Firecracker Witch Graveyard
Earthquake
Firecracker Witch Graveyard
Arrows
Firecracker Witch Graveyard
Royal Delivery
Firecracker Witch P.E.K.K.A Miner Royal Ghost Mother Witch Graveyard
Fireball
Firecracker Witch Mother Witch
Poison
Firecracker Witch Mother Witch Graveyard
Lightning
Witch Mother Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Royal Ghost

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.

P.E.K.K.A Miner Royal Ghost 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.

Graveyard

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.

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 Firecracker Miner Royal Ghost Mother Witch Witch Graveyard P.E.K.K.A

Shortest cycle

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

9 Mirror Firecracker Miner Royal Ghost

Attack Synergies 2 14

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.

Firecracker
Miner Mirror P.E.K.K.A
Mirror
Miner Firecracker Royal Ghost Graveyard
Witch
P.E.K.K.A Miner Royal Ghost Graveyard
P.E.K.K.A
Firecracker Witch Mother Witch Graveyard
Miner
Firecracker Mirror Witch Royal Ghost Mother Witch Graveyard
Royal Ghost
Mirror Witch Miner Mother Witch
Mother Witch
P.E.K.K.A Miner Royal Ghost
Graveyard
Mirror Witch P.E.K.K.A Miner

Defense Synergies 0 4

Firecracker
Mirror P.E.K.K.A
Mirror
Firecracker
Witch
Royal Ghost
P.E.K.K.A
Firecracker
Miner
Royal Ghost
Witch Mother Witch
Mother Witch
Royal Ghost
Graveyard

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.

Firecracker
P.E.K.K.A Firecracker Witch
Witch P.E.K.K.A
Witch P.E.K.K.A Firecracker
Firecracker P.E.K.K.A
Firecracker Royal Ghost Mother Witch
Firecracker Witch
P.E.K.K.A
Witch P.E.K.K.A
Firecracker Miner Royal Ghost
Witch Mother Witch Firecracker Royal Ghost
Firecracker Witch
P.E.K.K.A Witch
Firecracker Witch P.E.K.K.A Royal Ghost
P.E.K.K.A
P.E.K.K.A
Firecracker Witch P.E.K.K.A
Firecracker Witch Royal Ghost
Witch Firecracker Royal Ghost Mother Witch
P.E.K.K.A
Royal Ghost Firecracker Witch P.E.K.K.A Mother Witch
P.E.K.K.A

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
Firecracker Miner Royal Ghost
P.E.K.K.A Witch
P.E.K.K.A
P.E.K.K.A Witch
Firecracker Mother Witch Witch
P.E.K.K.A Witch
P.E.K.K.A
P.E.K.K.A Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A
P.E.K.K.A Witch
Firecracker Witch
Witch Firecracker P.E.K.K.A
Firecracker Witch P.E.K.K.A Royal Ghost 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.)

Firecracker Royal Ghost
Firecracker Miner Royal Ghost
Miner
Firecracker
Firecracker
Firecracker Mother Witch Witch
Firecracker Witch
Firecracker
Miner Firecracker
Firecracker Miner
Firecracker
Firecracker Miner
Firecracker
Firecracker
Firecracker Witch
Firecracker
Firecracker
Firecracker Witch Miner Mother Witch
Firecracker Mother Witch Witch
Witch
Firecracker Miner Witch Royal Ghost
Witch Miner
Miner Firecracker
Firecracker Witch Mother Witch
Firecracker Witch
Miner
Firecracker
P.E.K.K.A
Firecracker
Witch
Firecracker Witch
Miner Firecracker
Firecracker
Firecracker P.E.K.K.A
Firecracker Witch
Firecracker Witch
Firecracker Witch Miner Royal Ghost
P.E.K.K.A
Firecracker

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