My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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 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.

Skeleton Dragons Goblin Giant 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 Skeleton Dragons Goblin Giant P.E.K.K.A Night Witch

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Giant

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.

Heal Spirit Goblin 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
Skeletons Night Witch
Giant Snowball
Skeletons Skeleton Dragons Night Witch
Zap
Skeletons Goblin Giant Night Witch
Barbarian Barrel
Skeletons Heal Spirit Night Witch
The Log
Skeletons Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Skeleton Dragons Heal Spirit Night Witch
Royal Delivery
Skeletons Skeleton Dragons Heal Spirit P.E.K.K.A Night Witch
Fireball
Skeleton Dragons Night Witch
Poison
Skeleton Dragons Night Witch
Lightning
Skeleton Dragons Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Skeleton Dragons

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Skeleton Dragons

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.

Arrows Heal Spirit P.E.K.K.A Night Witch

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

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 Heal Spirit Zap Arrows Skeleton Dragons Night Witch Goblin Giant P.E.K.K.A

Shortest cycle

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

7 Skeletons Heal Spirit Zap Arrows

Attack Synergies 4 13

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
Zap
Arrows Goblin Giant P.E.K.K.A Skeleton Dragons Heal Spirit Night Witch
Arrows
Zap P.E.K.K.A Goblin Giant Night Witch
Skeleton Dragons
Zap Heal Spirit Goblin Giant P.E.K.K.A
Heal Spirit
Zap Skeleton Dragons Goblin Giant P.E.K.K.A Night Witch
Goblin Giant
Zap Arrows Skeleton Dragons Heal Spirit Night Witch
P.E.K.K.A
Zap Arrows Skeleton Dragons Heal Spirit Night Witch
Night Witch
Zap Arrows Heal Spirit Goblin Giant P.E.K.K.A

Defense Synergies 2 10

Skeletons
Zap Skeleton Dragons P.E.K.K.A Night Witch
Zap
Skeleton Dragons Goblin Giant Skeletons Arrows P.E.K.K.A Night Witch
Arrows
Zap P.E.K.K.A
Skeleton Dragons
Zap Skeletons P.E.K.K.A Night Witch
Heal Spirit
Goblin Giant
Zap
P.E.K.K.A
Skeletons Zap Arrows Skeleton Dragons
Night Witch
Skeletons Zap Skeleton Dragons

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 Skeleton Dragons Goblin Giant
P.E.K.K.A Skeletons Zap Skeleton Dragons Night Witch
P.E.K.K.A Skeletons Skeleton Dragons Night Witch
P.E.K.K.A Night Witch Skeletons Skeleton Dragons
Arrows P.E.K.K.A
Arrows Skeletons Zap Skeleton Dragons Night Witch
Skeleton Dragons Zap Arrows Night Witch
Zap Arrows Skeleton Dragons Goblin Giant P.E.K.K.A
P.E.K.K.A Skeletons Night Witch
Skeletons Night Witch
Skeleton Dragons Skeletons Zap Arrows Goblin Giant Night Witch
Arrows Skeleton Dragons Zap Night Witch
P.E.K.K.A Night Witch Skeletons Zap Skeleton Dragons
Zap Arrows Skeleton Dragons P.E.K.K.A Night Witch
P.E.K.K.A
Zap P.E.K.K.A
Skeletons Arrows Skeleton Dragons P.E.K.K.A Night Witch
Arrows Zap Skeleton Dragons Night Witch
Zap Arrows Skeleton Dragons
P.E.K.K.A
Skeleton Dragons Arrows Goblin Giant P.E.K.K.A 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 P.E.K.K.A
Zap Arrows Skeleton Dragons
P.E.K.K.A Skeletons Zap Goblin Giant
P.E.K.K.A Zap Goblin Giant Night Witch
P.E.K.K.A Skeletons Goblin Giant Night Witch
Arrows Skeleton Dragons Skeletons Zap Goblin Giant
P.E.K.K.A Skeletons Goblin Giant Night Witch
P.E.K.K.A Goblin Giant
Zap P.E.K.K.A Skeletons Skeleton Dragons
P.E.K.K.A Skeletons Skeleton Dragons Goblin Giant
P.E.K.K.A
P.E.K.K.A Zap Arrows Goblin Giant
P.E.K.K.A Skeletons Goblin Giant Night Witch
Skeleton Dragons
Skeletons Zap Skeleton Dragons Goblin Giant P.E.K.K.A Night Witch
Arrows Zap Skeleton Dragons P.E.K.K.A
Zap Arrows

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.)

Arrows Skeleton Dragons
Arrows Zap Skeleton Dragons
Arrows Skeleton Dragons Goblin Giant
Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Arrows Skeleton Dragons Zap Goblin Giant
Arrows Skeleton Dragons
Arrows Zap Skeleton Dragons
Arrows Zap Skeleton Dragons
Night Witch
Zap Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Skeleton Dragons
Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Arrows Skeleton Dragons
Arrows
Skeleton Dragons Night Witch
Zap Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Skeleton Dragons Night Witch
Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Arrows Zap Skeleton Dragons
Zap Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons
Zap Arrows Skeleton Dragons Night Witch
Zap Skeleton Dragons
Night Witch
Zap Arrows Skeleton Dragons Night Witch
Zap Arrows Skeleton Dragons
P.E.K.K.A
Arrows
Zap Night Witch
Zap Arrows Skeleton Dragons
Arrows
Skeleton Dragons
Arrows Zap Skeleton Dragons
Zap Arrows
Skeleton Dragons P.E.K.K.A
Zap Skeleton Dragons
Zap Skeleton Dragons
Zap Goblin Giant
P.E.K.K.A
Skeleton Dragons

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