My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 No direct tower 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 spells that can finish it off. 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 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!
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.

Spear Goblins Wizard Witch Electro Wizard

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.

Spear Goblins Knight Wizard Witch P.E.K.K.A Electro Wizard Golden Knight

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.

Missing

Punishments

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

Golden 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.

Spear Goblins Knight P.E.K.K.A

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 Wizard Golden Knight

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
Spear Goblins Guards
Giant Snowball
Spear Goblins Guards Witch
Zap
Spear Goblins Guards Witch
Barbarian Barrel
Spear Goblins Knight Wizard Guards Witch Electro Wizard
The Log
Spear Goblins Guards Witch
Earthquake
Spear Goblins Guards Witch
Arrows
Spear Goblins Guards Witch
Royal Delivery
Spear Goblins Knight Wizard Guards Witch P.E.K.K.A Electro Wizard
Fireball
Wizard Witch Electro Wizard
Poison
Spear Goblins Wizard Guards Witch Electro Wizard
Lightning
Knight Wizard Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Spear Goblins Knight Guards P.E.K.K.A

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.

Wizard Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Spear Goblins Knight Guards Electro Wizard Golden Knight Wizard Witch P.E.K.K.A

Shortest cycle

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

12 Spear Goblins Knight Guards Electro Wizard

Attack Synergies 2 5

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.

Spear Goblins
Knight
Knight
Spear Goblins Wizard Witch Electro Wizard
Wizard
Knight P.E.K.K.A
Guards
Witch
Knight P.E.K.K.A
P.E.K.K.A
Electro Wizard Wizard Witch
Electro Wizard
P.E.K.K.A Knight
Golden Knight

Defense Synergies 2 14

Spear Goblins
Knight Guards P.E.K.K.A Electro Wizard Golden Knight
Knight
Spear Goblins Electro Wizard Wizard Witch
Wizard
Knight Guards P.E.K.K.A Electro Wizard Golden Knight
Guards
Spear Goblins Wizard Witch Electro Wizard
Witch
Knight Guards Electro Wizard
P.E.K.K.A
Spear Goblins Wizard Electro Wizard
Electro Wizard
Knight Spear Goblins Wizard Guards Witch P.E.K.K.A
Golden Knight
Spear Goblins 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.

Spear Goblins Knight Wizard Electro Wizard Golden Knight
P.E.K.K.A Knight Witch Electro Wizard
Witch P.E.K.K.A Knight Electro Wizard
Witch P.E.K.K.A Knight Guards Electro Wizard
P.E.K.K.A
Spear Goblins Guards Electro Wizard
Electro Wizard Spear Goblins Wizard Witch
P.E.K.K.A Electro Wizard Golden Knight
Witch P.E.K.K.A
Knight Guards Spear Goblins Electro Wizard
Guards Witch Electro Wizard Spear Goblins Knight Wizard
Spear Goblins Wizard Witch Electro Wizard
P.E.K.K.A Knight Wizard Guards Witch Electro Wizard
Wizard Guards Witch P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Knight Witch P.E.K.K.A Electro Wizard
Spear Goblins Knight Wizard Guards Witch Electro Wizard Golden Knight
Wizard Witch Spear Goblins Knight Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Spear Goblins Knight Guards Witch P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Guards Spear Goblins Witch P.E.K.K.A Electro Wizard
Electro Wizard Knight Wizard
Guards P.E.K.K.A Spear Goblins Knight Witch Electro Wizard Golden Knight
Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Guards Witch
Wizard Witch Electro Wizard
Guards P.E.K.K.A Spear Goblins Knight Witch Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Spear Goblins Knight Witch
Witch P.E.K.K.A Guards
P.E.K.K.A Knight Guards Witch Golden Knight
P.E.K.K.A Guards Electro Wizard
P.E.K.K.A Knight Wizard Guards Witch Golden Knight
Wizard Witch
Guards Witch Electro Wizard Spear Goblins Knight P.E.K.K.A Golden Knight
Wizard Witch P.E.K.K.A Electro Wizard Golden Knight
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.)

Knight Guards Golden Knight
Electro Wizard Golden Knight
Knight Guards
Wizard
Wizard Spear Goblins Witch
Wizard Witch
Wizard
Wizard Golden Knight
Guards Electro Wizard
Knight Wizard Electro Wizard Golden Knight
Wizard
Knight Golden Knight
Spear Goblins Wizard Witch Golden Knight
Wizard
Wizard Electro Wizard
Wizard Witch Golden Knight
Wizard
Wizard Witch
Witch
Wizard Witch Electro Wizard Golden Knight
Wizard Witch Golden Knight
Golden Knight
Wizard Witch Electro Wizard
Electro Wizard Wizard Guards Witch
Wizard
Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Spear Goblins Guards Witch
Wizard Witch Electro Wizard
Knight Wizard Electro Wizard
Wizard
P.E.K.K.A
Guards Witch Electro Wizard Golden Knight
Witch Electro Wizard
Witch Electro Wizard Golden Knight
P.E.K.K.A
Wizard

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