My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Fire Spirit Inferno Tower Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Witch P.E.K.K.A

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.

Arrows 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.

Fire Spirit 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
Skeletons Guards
Giant Snowball
Skeletons Fire Spirit Guards Witch
Zap
Skeletons Fire Spirit Inferno Tower Guards Witch
Barbarian Barrel
Skeletons Fire Spirit Inferno Tower Guards Witch
The Log
Skeletons Fire Spirit Guards Witch
Earthquake
Skeletons Inferno Tower Guards Witch
Arrows
Skeletons Fire Spirit Guards Witch
Royal Delivery
Skeletons Fire Spirit Guards Witch P.E.K.K.A
Fireball
Inferno Tower Witch
Poison
Inferno Tower Guards Witch
Lightning
Inferno Tower Witch
Rocket
Inferno Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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.

Fire Spirit Arrows Inferno Tower Guards 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.

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.

Fire Spirit 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.

Skeletons Fire Spirit Arrows Guards Fireball Inferno Tower Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Fire Spirit Arrows Guards

Attack Synergies 3 1

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
Fire Spirit
P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Fireball
Arrows
Inferno Tower
Guards
Witch
P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Witch

Defense Synergies 1 11

Skeletons
Fire Spirit Inferno Tower Witch P.E.K.K.A
Fire Spirit
Skeletons Inferno Tower P.E.K.K.A
Arrows
Fireball Inferno Tower P.E.K.K.A
Fireball
Arrows Inferno Tower
Inferno Tower
Guards Skeletons Fire Spirit Arrows Fireball
Guards
Inferno Tower Witch
Witch
Skeletons Guards
P.E.K.K.A
Skeletons Fire Spirit Arrows

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 Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Witch
Inferno Tower Witch P.E.K.K.A Skeletons Fire Spirit
Inferno Tower Witch P.E.K.K.A Skeletons Guards
Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons Fire Spirit Guards
Inferno Tower Fire Spirit Arrows Fireball Witch
Arrows Fireball Inferno Tower P.E.K.K.A
Inferno Tower Witch P.E.K.K.A Skeletons
Guards Skeletons Fire Spirit Inferno Tower
Guards Witch Skeletons Arrows Fireball
Arrows Inferno Tower Fireball Witch
Inferno Tower P.E.K.K.A Skeletons Fire Spirit Fireball Guards Witch
Fire Spirit Fireball Arrows Guards Witch P.E.K.K.A
Inferno Tower P.E.K.K.A
Inferno Tower Fireball P.E.K.K.A
Skeletons Arrows Fireball Inferno Tower Witch P.E.K.K.A
Fire Spirit Arrows Fireball Guards Witch
Arrows Witch Fire Spirit Fireball Guards
P.E.K.K.A Inferno Tower
Fire Spirit Arrows Fireball Guards Witch P.E.K.K.A
Inferno Tower P.E.K.K.A Guards

Counters to secondary win conditions

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

Guards Skeletons Fireball Inferno Tower Witch P.E.K.K.A
Fireball Arrows
Guards P.E.K.K.A Skeletons Inferno Tower Witch
Guards P.E.K.K.A Fireball Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Guards Witch
Fire Spirit Arrows Fireball Skeletons Witch
Guards P.E.K.K.A Skeletons Fireball Inferno Tower Witch
Inferno Tower P.E.K.K.A
P.E.K.K.A Skeletons Fireball Inferno Tower Witch
Inferno Tower Witch P.E.K.K.A Skeletons Guards
P.E.K.K.A Inferno Tower Guards Witch
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Skeletons Fireball Inferno Tower Guards Witch
Fireball Witch
Inferno Tower Guards Witch Skeletons Fireball P.E.K.K.A
Arrows Fireball Inferno Tower Witch P.E.K.K.A
Arrows Fireball Inferno Tower

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 Arrows Guards
Arrows Fireball
Arrows Fireball
Arrows Fireball Guards
Fireball Fire Spirit Arrows
Arrows Fireball Fire Spirit Witch
Fire Spirit Arrows Witch
Arrows Fireball Fire Spirit
Arrows Fireball
Fire Spirit Fireball Guards
Arrows Fireball
Fireball Fire Spirit Arrows
Fire Spirit Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Fire Spirit Arrows Fireball
Fire Spirit Arrows Fireball Witch
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fire Spirit Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Fire Spirit Arrows Fireball Witch
Fireball Guards Witch
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Fire Spirit Fireball Guards Witch
Fireball Fire Spirit Arrows Witch
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Fireball Guards Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball

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