My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

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

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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Bats Wizard Witch Executioner

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 Wizard Witch Balloon Executioner Golem Sparky

Offensive cards

Win conditions

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

Balloon Golem

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.

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.

Mini P.E.K.K.A Balloon 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 Balloon 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 Balloon Sparky
Giant Snowball
Bats Witch Balloon
Zap
Bats Witch Balloon Sparky
Barbarian Barrel
Wizard Witch Executioner Sparky
The Log
Mini P.E.K.K.A Witch Sparky
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Mini P.E.K.K.A Wizard Witch Balloon Executioner Sparky
Fireball
Wizard Witch Balloon Executioner Sparky
Poison
Bats Wizard Witch Balloon Executioner Sparky
Lightning
Mini P.E.K.K.A Wizard Witch Balloon Executioner Sparky
Rocket
Wizard Witch Balloon Executioner Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner Sparky

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.

Bats Mini P.E.K.K.A Executioner Golem Sparky

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

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 Mini P.E.K.K.A Wizard Witch Balloon Executioner Sparky Golem

Shortest cycle

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

16 Bats Mini P.E.K.K.A Wizard Witch

Attack Synergies 2 14

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
Balloon Mini P.E.K.K.A Golem Sparky
Mini P.E.K.K.A
Sparky Bats Wizard Golem
Wizard
Mini P.E.K.K.A Balloon Golem Sparky
Witch
Golem
Balloon
Bats Wizard Executioner Golem Sparky
Executioner
Balloon Golem
Golem
Bats Mini P.E.K.K.A Wizard Witch Balloon Executioner Sparky
Sparky
Mini P.E.K.K.A Bats Wizard Balloon Golem

Defense Synergies 0 5

Bats
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A
Bats Wizard Witch Executioner
Wizard
Mini P.E.K.K.A
Witch
Mini P.E.K.K.A
Balloon
Executioner
Mini P.E.K.K.A
Golem
Sparky
Bats

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 Executioner Sparky
Mini P.E.K.K.A Sparky Bats Witch Executioner
Mini P.E.K.K.A Witch Sparky Bats Executioner
Mini P.E.K.K.A Witch Sparky Bats
Mini P.E.K.K.A Sparky
Bats Executioner
Bats Wizard Witch Executioner
Sparky
Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A Sparky
Bats Witch Executioner Wizard
Executioner Bats Wizard Witch
Mini P.E.K.K.A Sparky Bats Wizard Witch
Wizard Executioner Sparky Bats Mini P.E.K.K.A Witch
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Sparky
Wizard Sparky Bats Mini P.E.K.K.A Witch Executioner
Bats Wizard Witch Executioner
Wizard Witch Executioner Bats
Mini P.E.K.K.A Sparky
Wizard Bats Mini P.E.K.K.A Witch Executioner Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A Wizard Executioner
Bats Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A Bats Sparky
Mini P.E.K.K.A Witch Executioner Sparky
Wizard Executioner Bats Witch
Mini P.E.K.K.A Sparky Bats Witch
Mini P.E.K.K.A Sparky
Bats Mini P.E.K.K.A Witch Sparky
Witch Sparky
Bats Mini P.E.K.K.A Witch Sparky
Mini P.E.K.K.A Wizard Witch Executioner Sparky
Wizard Witch Executioner Sparky
Witch Sparky Bats Mini P.E.K.K.A Executioner
Bats Executioner Mini P.E.K.K.A Wizard Witch Sparky

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.)

Sparky
Executioner
Sparky
Sparky
Wizard Executioner Sparky
Wizard Executioner Bats Witch
Wizard Witch Executioner Sparky
Wizard Executioner
Wizard
Bats Mini P.E.K.K.A Sparky
Wizard Sparky
Wizard Executioner
Executioner Sparky
Sparky
Wizard Witch Executioner Sparky
Wizard Executioner Sparky
Sparky
Bats Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Wizard Executioner Sparky
Wizard Witch
Sparky
Wizard
Sparky
Wizard Witch Executioner Sparky
Witch
Wizard Witch Executioner Sparky
Wizard Witch Sparky
Sparky
Bats Wizard Witch Executioner Sparky
Bats Wizard Witch
Mini P.E.K.K.A Sparky
Wizard Sparky
Sparky
Sparky
Wizard Sparky
Bats Witch
Wizard Witch Executioner
Mini P.E.K.K.A Wizard Executioner Sparky
Wizard Executioner
Sparky
Executioner Sparky
Bats Witch Sparky
Bats Witch Executioner
Witch Executioner Sparky

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