My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard Night 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.

Skeletons Bats P.E.K.K.A Golem Electro Wizard Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Fireball

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.

P.E.K.K.A Golem

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.

Golem Electro Wizard

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
Skeletons Bats Night Witch
Giant Snowball
Skeletons Bats Night Witch
Zap
Skeletons Bats Night Witch
Barbarian Barrel
Skeletons Electro Wizard Night Witch
The Log
Skeletons
Earthquake
Skeletons
Arrows
Skeletons Bats Night Witch
Royal Delivery
Skeletons Bats P.E.K.K.A Electro Wizard Night Witch
Fireball
Electro Wizard Night Witch
Poison
Bats Electro Wizard Night Witch
Lightning
Electro Wizard Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Bats P.E.K.K.A Golem Night 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 Electro Wizard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Fireball Electro Wizard Night Witch P.E.K.K.A Golem

Shortest cycle

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

9 Skeletons Bats Zap Fireball

Attack Synergies 6 8

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.

Skeletons
Bats
Zap P.E.K.K.A Golem
Zap
Fireball P.E.K.K.A Electro Wizard Bats Golem Night Witch
Fireball
Zap Golem Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Night Witch
Golem
Fireball Night Witch Bats Zap Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Golem
Night Witch
Golem Zap P.E.K.K.A

Defense Synergies 2 13

Skeletons
Bats Zap P.E.K.K.A Electro Wizard Night Witch
Bats
Skeletons Zap P.E.K.K.A Electro Wizard
Zap
Fireball Electro Wizard Skeletons Bats P.E.K.K.A Night Witch
Fireball
Zap Electro Wizard
P.E.K.K.A
Skeletons Bats Zap Electro Wizard
Golem
Electro Wizard
Zap Skeletons Bats Fireball P.E.K.K.A Night Witch
Night Witch
Skeletons Zap Electro Wizard

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.

Zap Fireball Electro Wizard
P.E.K.K.A Skeletons Bats Zap Electro Wizard Night Witch
P.E.K.K.A Skeletons Bats Electro Wizard Night Witch
P.E.K.K.A Night Witch Skeletons Bats Electro Wizard
Fireball P.E.K.K.A
Fireball Skeletons Bats Zap Electro Wizard Night Witch
Bats Electro Wizard Zap Fireball Night Witch
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Night Witch
Skeletons Electro Wizard Night Witch
Bats Electro Wizard Skeletons Zap Fireball Night Witch
Bats Zap Fireball Electro Wizard Night Witch
P.E.K.K.A Night Witch Skeletons Bats Zap Fireball Electro Wizard
Fireball Bats Zap P.E.K.K.A Electro Wizard Night Witch
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Skeletons Bats Fireball P.E.K.K.A Electro Wizard Night Witch
Fireball Bats Zap Electro Wizard Night Witch
Zap Bats Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Bats Fireball P.E.K.K.A Electro Wizard Night Witch
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap
P.E.K.K.A Skeletons Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Fireball Electro Wizard Night Witch
P.E.K.K.A Skeletons Night Witch
Fireball Skeletons Bats Zap Electro Wizard
P.E.K.K.A Skeletons Bats Fireball Electro Wizard Night Witch
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons Bats Fireball
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Skeletons Fireball Night Witch
Fireball
Electro Wizard Skeletons Bats Zap Fireball P.E.K.K.A Night Witch
Bats Zap Fireball P.E.K.K.A Electro Wizard
Zap Fireball Electro Wizard

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
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Bats Zap
Fireball Zap
Fireball Zap
Bats Fireball Electro Wizard Night Witch
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Bats Night Witch
Zap Fireball Electro Wizard
Zap Fireball
Fireball Night Witch
Fireball
Zap Fireball
Zap Fireball
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Bats Zap Fireball Electro Wizard Night Witch
Zap Electro Wizard Bats Fireball
Fireball Night Witch
Zap Fireball Night Witch
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Bats Fireball Night Witch
Fireball Zap Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball

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