My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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 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.

Firecracker 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 Mega Knight Monk

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.

Rage

Punishments

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

Mega Knight

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.

Electro Spirit Heal Spirit P.E.K.K.A Mega Knight

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.

Electro Spirit Firecracker Monk

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
Giant Snowball
Witch
Zap
Firecracker Witch
Barbarian Barrel
Electro Spirit Firecracker Heal Spirit Witch
The Log
Electro Spirit Firecracker Heal Spirit Witch
Earthquake
Firecracker Witch
Arrows
Electro Spirit Firecracker Heal Spirit Witch
Royal Delivery
Electro Spirit Firecracker Heal Spirit Witch P.E.K.K.A
Fireball
Firecracker Witch
Poison
Firecracker Witch
Lightning
Witch Monk
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Mega Knight

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.

Electro Spirit Heal Spirit Rage P.E.K.K.A Mega Knight

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.

Heal Spirit 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.

Electro Spirit Heal Spirit Rage Firecracker Witch Monk P.E.K.K.A Mega Knight

Shortest cycle

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

7 Electro Spirit Heal Spirit Rage Firecracker

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.

Electro Spirit
P.E.K.K.A
Firecracker
P.E.K.K.A Mega Knight Monk
Heal Spirit
Witch P.E.K.K.A Mega Knight
Rage
Witch
Witch
Rage Heal Spirit P.E.K.K.A Mega Knight
P.E.K.K.A
Electro Spirit Firecracker Heal Spirit Witch
Mega Knight
Firecracker Heal Spirit Witch
Monk
Firecracker

Defense Synergies 0 3

Electro Spirit
Firecracker
P.E.K.K.A Mega Knight
Heal Spirit
Rage
Witch
Mega Knight
P.E.K.K.A
Firecracker
Mega Knight
Firecracker Witch
Monk

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 Mega Knight Monk
Witch P.E.K.K.A Mega Knight
Witch P.E.K.K.A Firecracker Mega Knight Monk
Firecracker P.E.K.K.A Mega Knight Monk
Electro Spirit Firecracker Mega Knight
Electro Spirit Firecracker Witch
Electro Spirit P.E.K.K.A Mega Knight Monk
Witch P.E.K.K.A
Firecracker Mega Knight
Witch Electro Spirit Firecracker Mega Knight
Firecracker Witch
P.E.K.K.A Mega Knight Witch
Mega Knight Electro Spirit Firecracker Witch P.E.K.K.A
P.E.K.K.A Mega Knight
Monk P.E.K.K.A Mega Knight
Mega Knight Firecracker Witch P.E.K.K.A
Mega Knight Electro Spirit Firecracker Witch
Witch Electro Spirit Firecracker Mega Knight
P.E.K.K.A
Mega Knight Electro Spirit Firecracker Witch P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Witch P.E.K.K.A
Firecracker Mega Knight Monk
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Monk
P.E.K.K.A Witch Mega Knight
Firecracker Electro Spirit Witch Monk
P.E.K.K.A Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Electro Spirit Firecracker Witch Monk
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch
P.E.K.K.A Mega Knight Monk
P.E.K.K.A Mega Knight Witch
Firecracker Witch Mega Knight
Witch Electro Spirit Firecracker P.E.K.K.A Monk
Mega Knight Electro Spirit Firecracker Witch P.E.K.K.A

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 Monk
Firecracker Monk
Firecracker
Firecracker Mega Knight
Firecracker Electro Spirit Witch Monk
Firecracker Witch
Firecracker
Monk Firecracker
Firecracker Monk
Monk Firecracker
Firecracker
Firecracker Monk
Firecracker
Firecracker Witch
Firecracker Mega Knight
Monk
Firecracker Mega Knight Monk
Firecracker Witch Mega Knight Monk
Mega Knight Monk
Monk
Monk
Firecracker Electro Spirit Witch Mega Knight
Witch
Firecracker Witch Monk
Witch Mega Knight Monk
Firecracker
Firecracker Witch
Electro Spirit Firecracker Witch
Mega Knight
Electro Spirit Firecracker Monk
P.E.K.K.A Mega Knight
Firecracker Monk
Electro Spirit Witch
Firecracker Witch Monk
Firecracker Mega Knight
Firecracker
Monk
Firecracker P.E.K.K.A Mega Knight
Electro Spirit Firecracker Witch
Firecracker Witch
Firecracker Witch Mega Knight Monk

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