My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Bats 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.

Bats Golem 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.

Arrows Fireball

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

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 Mini 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.

Mini P.E.K.K.A Golem

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball

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 Bats Arrows Mini P.E.K.K.A Guards 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.

Fire Spirit Fireball

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.

Fire Spirit Bats Arrows Guards Fireball Mini P.E.K.K.A Night Witch Golem

Shortest cycle

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

9 Fire Spirit Bats Arrows Guards

Attack Synergies 4 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 Golem
Bats
Mini P.E.K.K.A Golem
Arrows
Fireball Golem Mini P.E.K.K.A Night Witch
Fireball
Arrows Golem
Mini P.E.K.K.A
Fire Spirit Bats Arrows Golem
Guards
Golem
Arrows Fireball Night Witch Fire Spirit Bats Mini P.E.K.K.A
Night Witch
Golem Arrows

Defense Synergies 0 6

Fire Spirit
Mini P.E.K.K.A
Bats
Mini P.E.K.K.A
Arrows
Fireball Mini P.E.K.K.A
Fireball
Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Bats Arrows Fireball Guards
Guards
Mini P.E.K.K.A
Golem
Night Witch

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
Mini P.E.K.K.A Bats Night Witch
Mini P.E.K.K.A Fire Spirit Bats Night Witch
Mini P.E.K.K.A Night Witch Bats Guards
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Fire Spirit Bats Guards Night Witch
Bats Fire Spirit Arrows Fireball Night Witch
Arrows Fireball
Mini P.E.K.K.A Night Witch
Guards Fire Spirit Mini P.E.K.K.A Night Witch
Bats Guards Arrows Fireball Night Witch
Arrows Bats Fireball Night Witch
Mini P.E.K.K.A Night Witch Fire Spirit Bats Fireball Guards
Fire Spirit Fireball Bats Arrows Mini P.E.K.K.A Guards Night Witch
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Bats Arrows Fireball Mini P.E.K.K.A Night Witch
Fire Spirit Arrows Fireball Bats Guards Night Witch
Arrows Fire Spirit Bats Fireball Guards
Mini P.E.K.K.A
Fire Spirit Bats Arrows Fireball Mini P.E.K.K.A Guards Night 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 Guards Fireball
Fireball Arrows Mini P.E.K.K.A
Guards Bats Mini P.E.K.K.A
Mini P.E.K.K.A Guards Bats Fireball Night Witch
Mini P.E.K.K.A Guards Night Witch
Fire Spirit Arrows Fireball Bats
Mini P.E.K.K.A Guards Bats Fireball Night Witch
Mini P.E.K.K.A
Bats Fireball Mini P.E.K.K.A
Guards
Bats Mini P.E.K.K.A Guards
Arrows Fireball Guards
Mini P.E.K.K.A Fireball Guards Night Witch
Fireball
Guards Bats Fireball Mini P.E.K.K.A Night Witch
Bats Arrows Fireball Mini P.E.K.K.A

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 Bats
Fire Spirit Arrows
Arrows Fireball Fire Spirit
Arrows Fireball
Fire Spirit Bats Fireball Mini P.E.K.K.A Guards Night Witch
Arrows Fireball
Fireball Fire Spirit Arrows
Fire Spirit Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats Mini P.E.K.K.A Night Witch
Fire Spirit Arrows Fireball Mini P.E.K.K.A
Fire Spirit Arrows Fireball
Fireball Night Witch
Arrows Fireball
Arrows Fireball
Arrows Fire Spirit Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Fire Spirit Bats Arrows Fireball Night Witch
Bats Fireball Guards
Fireball Mini P.E.K.K.A Night Witch
Arrows Fireball Night Witch
Arrows Fireball
Arrows Fireball
Fire Spirit Bats Fireball Guards Night Witch
Fireball Fire Spirit Arrows
Arrows Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Bats Fireball Guards
Bats Fireball
Fireball

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