My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

3 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Bats Wizard 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 Wizard Giant Skeleton P.E.K.K.A Night Witch

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

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 Giant Skeleton 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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Bats Skeleton Army Clone Giant Skeleton P.E.K.K.A 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.

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Skeleton Army Clone Night Witch Wizard Giant Skeleton P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bats Skeleton Army Clone

Attack Synergies 5 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
P.E.K.K.A Giant Skeleton
Bats
Giant Skeleton Clone P.E.K.K.A
Wizard
Giant Skeleton P.E.K.K.A
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Night Witch Bats
Giant Skeleton
Bats Clone Fire Spirit Wizard Night Witch
P.E.K.K.A
Fire Spirit Bats Wizard Night Witch
Night Witch
Clone Giant Skeleton P.E.K.K.A

Defense Synergies 0 8

Fire Spirit
Giant Skeleton P.E.K.K.A
Bats
Giant Skeleton P.E.K.K.A
Wizard
Skeleton Army Giant Skeleton P.E.K.K.A
Skeleton Army
Wizard Giant Skeleton
Clone
Giant Skeleton
Fire Spirit Bats Wizard Skeleton Army
P.E.K.K.A
Fire Spirit Bats Wizard
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.

Wizard
Skeleton Army P.E.K.K.A Bats Night Witch
Skeleton Army P.E.K.K.A Fire Spirit Bats Giant Skeleton Night Witch
Skeleton Army P.E.K.K.A Night Witch Bats
Skeleton Army Giant Skeleton P.E.K.K.A
Skeleton Army Fire Spirit Bats Night Witch
Bats Fire Spirit Wizard Night Witch
Giant Skeleton P.E.K.K.A
P.E.K.K.A Skeleton Army Night Witch
Skeleton Army Fire Spirit Giant Skeleton Night Witch
Bats Skeleton Army Wizard Giant Skeleton Night Witch
Bats Wizard Night Witch
Skeleton Army P.E.K.K.A Night Witch Fire Spirit Bats Wizard Giant Skeleton
Fire Spirit Wizard Skeleton Army Bats P.E.K.K.A Night Witch
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Wizard Bats Skeleton Army P.E.K.K.A Night Witch
Fire Spirit Bats Wizard Skeleton Army Night Witch
Wizard Fire Spirit Bats Giant Skeleton
P.E.K.K.A
Wizard Skeleton Army Fire Spirit Bats Giant Skeleton P.E.K.K.A Night Witch

Counters to secondary win conditions

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

Skeleton Army Giant Skeleton P.E.K.K.A
Wizard
Skeleton Army Giant Skeleton P.E.K.K.A Bats
Skeleton Army Giant Skeleton P.E.K.K.A Bats Night Witch
Giant Skeleton P.E.K.K.A Skeleton Army Night Witch
Fire Spirit Wizard Bats
Skeleton Army P.E.K.K.A Bats Giant Skeleton Night Witch
Giant Skeleton P.E.K.K.A Skeleton Army
Giant Skeleton P.E.K.K.A Bats Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Giant Skeleton
Skeleton Army P.E.K.K.A Giant Skeleton
Skeleton Army Giant Skeleton P.E.K.K.A Wizard Night Witch
Wizard Skeleton Army
Skeleton Army Bats Giant Skeleton P.E.K.K.A Night Witch
Bats Wizard Giant Skeleton 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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard Fire Spirit
Wizard Fire Spirit Bats
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Bats Night Witch
Wizard
Fire Spirit Wizard
Fire Spirit
Wizard
Wizard
Bats Night Witch
Fire Spirit Wizard
Fire Spirit Wizard
Giant Skeleton Night Witch
Wizard
Fire Spirit Wizard
Wizard
Wizard
Fire Spirit Bats Wizard Night Witch
Bats Wizard
Night Witch
Wizard Night Witch
P.E.K.K.A Giant Skeleton
Wizard
Fire Spirit Bats Skeleton Army Night Witch
Fire Spirit Wizard
Wizard
Wizard
Giant Skeleton
P.E.K.K.A
Bats Giant Skeleton
Bats
Giant Skeleton

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