My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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 Wizard 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.

Wizard Witch Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Mini P.E.K.K.A Balloon

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.

Fire Spirit Mini P.E.K.K.A Balloon

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.

Mini P.E.K.K.A Balloon

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
Skeleton Army Balloon
Giant Snowball
Fire Spirit Skeleton Army Witch Balloon
Zap
Fire Spirit Skeleton Army Witch Balloon
Barbarian Barrel
Fire Spirit Wizard Skeleton Army Witch
The Log
Fire Spirit Mini P.E.K.K.A Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Fire Spirit Skeleton Army Witch
Royal Delivery
Fire Spirit Mini P.E.K.K.A Wizard Skeleton Army Witch Balloon
Fireball
Wizard Skeleton Army Witch Balloon
Poison
Wizard Skeleton Army Witch Balloon
Lightning
Mini P.E.K.K.A Wizard Witch Balloon
Rocket
Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Wizard

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 Mini P.E.K.K.A Rage Skeleton Army

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.

Skeleton Army

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 Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Arrows Skeleton Army Mini P.E.K.K.A Wizard Witch Balloon

Shortest cycle

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

9 Fire Spirit Rage Arrows Skeleton Army

Attack Synergies 3 7

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.

Fire Spirit
Mini P.E.K.K.A Balloon
Arrows
Balloon Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Arrows Wizard Rage
Wizard
Mini P.E.K.K.A Rage Balloon
Rage
Witch Balloon Mini P.E.K.K.A Wizard
Skeleton Army
Witch
Rage
Balloon
Arrows Rage Fire Spirit Wizard

Defense Synergies 0 6

Fire Spirit
Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Arrows Wizard Skeleton Army Witch
Wizard
Mini P.E.K.K.A Skeleton Army
Rage
Skeleton Army
Mini P.E.K.K.A Wizard
Witch
Mini P.E.K.K.A
Balloon

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.

Wizard
Mini P.E.K.K.A Skeleton Army Witch
Mini P.E.K.K.A Skeleton Army Witch Fire Spirit
Mini P.E.K.K.A Skeleton Army Witch
Arrows Mini P.E.K.K.A Skeleton Army
Arrows Skeleton Army Fire Spirit
Fire Spirit Arrows Wizard Witch
Arrows
Mini P.E.K.K.A Witch Skeleton Army
Skeleton Army Fire Spirit Mini P.E.K.K.A
Skeleton Army Witch Arrows Wizard
Arrows Wizard Witch
Mini P.E.K.K.A Skeleton Army Fire Spirit Wizard Witch
Fire Spirit Wizard Skeleton Army Arrows Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A
Wizard Arrows Mini P.E.K.K.A Skeleton Army Witch
Fire Spirit Arrows Wizard Skeleton Army Witch
Arrows Wizard Witch Fire Spirit
Mini P.E.K.K.A
Wizard Skeleton Army Fire Spirit Arrows Mini P.E.K.K.A Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Witch
Arrows Mini P.E.K.K.A Wizard
Skeleton Army Mini P.E.K.K.A Witch
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army Witch
Fire Spirit Arrows Wizard Witch
Mini P.E.K.K.A Skeleton Army Witch
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army Witch
Witch Skeleton Army
Mini P.E.K.K.A Witch
Skeleton Army Arrows
Mini P.E.K.K.A Skeleton Army Wizard Witch
Wizard Skeleton Army Witch
Skeleton Army Witch Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Witch

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
Arrows
Arrows
Arrows
Wizard Fire Spirit Arrows
Arrows Wizard Fire Spirit Witch
Fire Spirit Arrows Wizard Witch
Arrows Fire Spirit Wizard
Arrows Wizard
Fire Spirit Mini P.E.K.K.A
Arrows Wizard
Fire Spirit Arrows Wizard
Fire Spirit
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Mini P.E.K.K.A
Fire Spirit Arrows Mini P.E.K.K.A Wizard
Fire Spirit Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Fire Spirit Wizard Witch
Witch
Arrows Wizard Witch
Arrows Wizard Witch
Arrows
Fire Spirit Arrows Wizard Witch
Wizard Witch
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Fire Spirit Skeleton Army Witch
Fire Spirit Arrows Wizard Witch
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Witch
Witch
Witch

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