My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Goblin Gang Witch Ice Wizard 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.

Bats Witch P.E.K.K.A Ice Wizard Electro Wizard Monk

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.

Rage

Punishments

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

Goblin Gang

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.

Goblin Gang 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 Monk

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 Goblin Gang
Giant Snowball
Bats Goblin Gang Witch
Zap
Bats Goblin Gang Witch
Barbarian Barrel
Goblin Gang Witch Ice Wizard Electro Wizard
The Log
Goblin Gang Witch
Earthquake
Goblin Gang Witch
Arrows
Bats Goblin Gang Witch
Royal Delivery
Bats Goblin Gang Witch P.E.K.K.A Ice Wizard Electro Wizard
Fireball
Goblin Gang Witch Ice Wizard Electro Wizard
Poison
Bats Goblin Gang Witch Ice Wizard Electro Wizard
Lightning
Witch Ice Wizard Electro Wizard Monk
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice 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.

Bats Rage P.E.K.K.A Ice Wizard

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.

Goblin Gang Witch Ice Wizard 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.

Bats Rage Goblin Gang Ice Wizard Electro Wizard Witch Monk P.E.K.K.A

Shortest cycle

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

10 Bats Rage Goblin Gang Ice Wizard

Attack Synergies 2 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.

Bats
Rage P.E.K.K.A
Goblin Gang
P.E.K.K.A Monk
Rage
Witch Bats Electro Wizard
Witch
Rage P.E.K.K.A
P.E.K.K.A
Electro Wizard Bats Goblin Gang Witch Ice Wizard
Ice Wizard
P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage
Monk
Goblin Gang

Defense Synergies 0 10

Bats
P.E.K.K.A Ice Wizard Electro Wizard
Goblin Gang
P.E.K.K.A Ice Wizard Electro Wizard
Rage
Witch
Ice Wizard Electro Wizard
P.E.K.K.A
Bats Goblin Gang Ice Wizard Electro Wizard
Ice Wizard
Bats Goblin Gang Witch P.E.K.K.A
Electro Wizard
Bats Goblin Gang Witch P.E.K.K.A
Monk

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.

Electro Wizard
P.E.K.K.A Bats Goblin Gang Witch Ice Wizard Electro Wizard Monk
Goblin Gang Witch P.E.K.K.A Bats Ice Wizard Electro Wizard
Witch P.E.K.K.A Bats Goblin Gang Ice Wizard Electro Wizard Monk
P.E.K.K.A Monk
Goblin Gang Bats Ice Wizard Electro Wizard
Bats Electro Wizard Goblin Gang Witch Ice Wizard
P.E.K.K.A Electro Wizard Monk
Witch P.E.K.K.A Goblin Gang Ice Wizard
Goblin Gang Ice Wizard Electro Wizard
Bats Goblin Gang Witch Ice Wizard Electro Wizard
Bats Goblin Gang Witch Ice Wizard Electro Wizard
P.E.K.K.A Bats Goblin Gang Witch Ice Wizard Electro Wizard
Bats Goblin Gang Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Monk Goblin Gang P.E.K.K.A Electro Wizard
Bats Goblin Gang Witch P.E.K.K.A Electro Wizard
Bats Goblin Gang Witch Ice Wizard Electro Wizard
Witch Bats Ice Wizard Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Bats 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.

Goblin Gang Witch P.E.K.K.A Electro Wizard
Electro Wizard Goblin Gang Monk
Goblin Gang P.E.K.K.A Bats Witch Electro Wizard
Goblin Gang P.E.K.K.A Bats Electro Wizard Monk
P.E.K.K.A Goblin Gang Witch
Bats Goblin Gang Witch Ice Wizard Electro Wizard Monk
Goblin Gang P.E.K.K.A Bats Witch Ice Wizard Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Witch Monk
Witch P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Witch
P.E.K.K.A Monk Electro Wizard
P.E.K.K.A Goblin Gang Witch
Witch
Goblin Gang Witch Electro Wizard Bats P.E.K.K.A Monk
Bats Witch P.E.K.K.A Ice Wizard 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.)

Monk
Monk Ice Wizard Electro Wizard
Bats Witch Ice Wizard Monk
Witch
Ice Wizard
Monk
Bats Goblin Gang Electro Wizard
Monk Electro Wizard
Monk
Monk
Witch
Monk
Bats
Electro Wizard Monk
Witch Monk
Monk
Monk
Monk
Witch Ice Wizard
Witch
Witch Ice Wizard Electro Wizard Monk
Witch Monk
Bats Witch Ice Wizard Electro Wizard
Electro Wizard Bats Witch
Electro Wizard Monk
P.E.K.K.A
Monk
Electro Wizard Bats Goblin Gang Witch
Witch Ice Wizard Electro Wizard Monk
Goblin Gang Electro Wizard
Monk
P.E.K.K.A
Bats Goblin Gang Witch Electro Wizard
Bats Witch Electro Wizard
Witch Electro Wizard Monk

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