My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Hunter Witch Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tombstone Battle Ram Hunter Witch Night Witch

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

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 Battle Ram

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.

Heal Spirit Mini P.E.K.K.A Battle Ram

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

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
Battle Ram Night Witch
Giant Snowball
Tombstone Battle Ram Witch Night Witch
Zap
Tombstone Battle Ram Witch Night Witch
Barbarian Barrel
Heal Spirit Tombstone Battle Ram Hunter Witch Night Witch
The Log
Heal Spirit Tombstone Mini P.E.K.K.A Battle Ram Hunter Witch
Earthquake
Tombstone Witch
Arrows
Heal Spirit Tombstone Witch Night Witch
Royal Delivery
Heal Spirit Mini P.E.K.K.A Battle Ram Hunter Witch Night Witch
Fireball
Tombstone Battle Ram Hunter Witch Night Witch
Poison
Tombstone Hunter Witch Night Witch
Lightning
Tombstone Mini P.E.K.K.A Battle Ram Hunter Witch Night Witch
Rocket
Hunter Witch Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter

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.

Heal Spirit Tombstone Mini P.E.K.K.A Battle Ram 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.

Heal Spirit Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Tombstone Fireball Mini P.E.K.K.A Battle Ram Hunter Night Witch Witch

Shortest cycle

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

12 Heal Spirit Tombstone Fireball Mini P.E.K.K.A

Attack Synergies 0 9

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.

Heal Spirit
Mini P.E.K.K.A Battle Ram Hunter Witch Night Witch
Tombstone
Fireball
Battle Ram
Mini P.E.K.K.A
Heal Spirit Hunter
Battle Ram
Heal Spirit Fireball Hunter Witch
Hunter
Heal Spirit Mini P.E.K.K.A Battle Ram
Witch
Heal Spirit Battle Ram
Night Witch
Heal Spirit

Defense Synergies 0 6

Heal Spirit
Tombstone
Fireball Hunter Night Witch
Fireball
Tombstone Mini P.E.K.K.A
Mini P.E.K.K.A
Fireball Hunter Witch
Battle Ram
Hunter
Tombstone Mini P.E.K.K.A
Witch
Mini P.E.K.K.A
Night Witch
Tombstone

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.

Tombstone Fireball
Mini P.E.K.K.A Hunter Tombstone Witch Night Witch
Mini P.E.K.K.A Hunter Witch Tombstone Night Witch
Mini P.E.K.K.A Hunter Witch Night Witch Tombstone
Tombstone Fireball Mini P.E.K.K.A
Fireball Hunter Night Witch
Hunter Tombstone Fireball Witch Night Witch
Fireball
Mini P.E.K.K.A Hunter Witch Tombstone Night Witch
Mini P.E.K.K.A Hunter Night Witch
Witch Tombstone Fireball Hunter Night Witch
Hunter Fireball Witch Night Witch
Tombstone Mini P.E.K.K.A Hunter Night Witch Fireball Witch
Fireball Tombstone Mini P.E.K.K.A Hunter Witch Night Witch
Mini P.E.K.K.A Tombstone Hunter
Fireball Mini P.E.K.K.A Hunter
Tombstone Fireball Mini P.E.K.K.A Hunter Witch Night Witch
Tombstone Fireball Hunter Witch Night Witch
Hunter Witch Tombstone Fireball
Mini P.E.K.K.A Hunter
Fireball Mini P.E.K.K.A Hunter Witch 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 Tombstone Fireball Witch
Fireball Mini P.E.K.K.A Hunter
Tombstone Mini P.E.K.K.A Hunter Witch
Mini P.E.K.K.A Hunter Fireball Night Witch
Tombstone Mini P.E.K.K.A Hunter Witch Night Witch
Fireball Hunter Witch
Mini P.E.K.K.A Tombstone Fireball Hunter Witch Night Witch
Mini P.E.K.K.A Hunter
Tombstone Fireball Mini P.E.K.K.A Witch
Witch Tombstone
Tombstone Mini P.E.K.K.A Hunter Witch
Fireball
Mini P.E.K.K.A Tombstone Fireball Hunter Witch Night Witch
Fireball Witch
Tombstone Witch Fireball Mini P.E.K.K.A Hunter Night Witch
Fireball Mini P.E.K.K.A Hunter 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.)

Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Hunter Witch
Witch
Fireball Hunter
Fireball
Fireball Mini P.E.K.K.A Night Witch
Fireball
Fireball
Fireball Hunter
Fireball
Fireball
Fireball Hunter Witch
Fireball
Fireball
Mini P.E.K.K.A Night Witch
Fireball Mini P.E.K.K.A Hunter
Fireball Witch
Fireball Night Witch
Fireball
Fireball
Fireball Hunter Witch
Witch
Fireball Hunter Witch
Fireball Witch
Fireball
Fireball Hunter Witch Night Witch
Fireball Witch
Fireball Mini P.E.K.K.A Night Witch
Fireball Hunter Night Witch
Fireball
Fireball
Tombstone Fireball Witch Night Witch
Fireball Hunter Witch
Fireball
Fireball Mini P.E.K.K.A Hunter
Fireball
Fireball
Fireball Witch
Fireball Witch
Fireball Witch

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