My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

Ice Spirit Knight Royal Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

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.

Goblin Gang Royal Giant

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.

Ice Spirit Knight Goblin Gang Royal Giant P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball

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.

Ice Spirit Knight P.E.K.K.A

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 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.

Ice Spirit Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Knight Goblin Gang Fireball Witch Royal Giant P.E.K.K.A

Shortest cycle

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

7 Mirror Ice Spirit Knight Goblin Gang

Attack Synergies 6 10

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.

Ice Spirit
Knight Royal Giant P.E.K.K.A Royal Giant Witch
Knight
Ice Spirit Goblin Gang Fireball Witch
Goblin Gang
Knight Royal Giant Mirror P.E.K.K.A
Royal Giant
Ice Spirit Fireball Ice Spirit Goblin Gang Mirror Witch
Fireball
Royal Giant Mirror Knight
Mirror
Fireball Goblin Gang Royal Giant
Witch
Ice Spirit Knight Royal Giant P.E.K.K.A
P.E.K.K.A
Ice Spirit Goblin Gang Witch

Defense Synergies 3 8

Ice Spirit
Goblin Gang Knight Fireball Witch P.E.K.K.A
Knight
Goblin Gang Ice Spirit Fireball Witch
Goblin Gang
Ice Spirit Knight Mirror P.E.K.K.A
Royal Giant
Fireball
Mirror Ice Spirit Knight
Mirror
Fireball Goblin Gang
Witch
Ice Spirit Knight
P.E.K.K.A
Ice Spirit 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.

Knight Fireball
P.E.K.K.A Ice Spirit Knight Goblin Gang Witch
Goblin Gang Witch P.E.K.K.A Knight
Witch P.E.K.K.A Knight Goblin Gang
Fireball P.E.K.K.A
Goblin Gang Fireball
Ice Spirit Goblin Gang Fireball Witch
Fireball P.E.K.K.A
Witch P.E.K.K.A Goblin Gang
Knight Goblin Gang Ice Spirit
Goblin Gang Witch Knight Fireball
Goblin Gang Fireball Witch
P.E.K.K.A Ice Spirit Knight Goblin Gang Fireball Witch
Fireball Ice Spirit Goblin Gang Witch P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Ice Spirit Goblin Gang Fireball P.E.K.K.A
Knight Goblin Gang Fireball Witch P.E.K.K.A
Ice Spirit Fireball Knight Goblin Gang Witch
Witch Ice Spirit Knight Fireball
P.E.K.K.A
Goblin Gang Knight Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Fireball Witch P.E.K.K.A
Fireball Knight Goblin Gang
Goblin Gang P.E.K.K.A Ice Spirit Knight Witch
Goblin Gang P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Goblin Gang Witch
Fireball Ice Spirit Goblin Gang Witch
Goblin Gang P.E.K.K.A Knight Fireball Witch
P.E.K.K.A Knight
P.E.K.K.A Ice Spirit Knight Fireball Witch
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Knight Witch
P.E.K.K.A Fireball
P.E.K.K.A Knight Goblin Gang Fireball Witch
Fireball Witch
Goblin Gang Witch Ice Spirit Knight Fireball P.E.K.K.A
Fireball Witch P.E.K.K.A
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 Knight
Fireball
Fireball
Knight Fireball
Fireball
Fireball Ice Spirit Witch
Witch
Fireball Ice Spirit
Fireball
Goblin Gang Fireball
Knight Fireball
Fireball
Knight Fireball
Fireball
Fireball
Fireball Witch
Fireball
Fireball
Fireball
Fireball Witch
Fireball
Fireball
Fireball
Ice Spirit Fireball Witch
Witch
Fireball Witch
Fireball Witch
Fireball
Fireball Witch
Ice Spirit Fireball Witch
Fireball
Fireball
Ice Spirit Fireball
P.E.K.K.A
Fireball
Ice Spirit Goblin Gang Fireball Witch
Fireball Witch
Fireball
Fireball Knight Goblin Gang
Fireball
Fireball
P.E.K.K.A
Ice Spirit Goblin Gang Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball

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