My Best Clash Royale Deck

Deck Check Rating

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

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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Witch 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.

Giant Witch Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows The Log

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 Giant

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 Mini P.E.K.K.A Giant

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows The Log

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 Arrows Mini P.E.K.K.A

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 Witch 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Arrows Mini P.E.K.K.A Electro Wizard Giant Witch

Shortest cycle

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

8 Fire Spirit Zap The Log Arrows

Attack Synergies 5 12

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
Zap Mini P.E.K.K.A Giant
Zap
Arrows Giant Electro Wizard Fire Spirit Mini P.E.K.K.A Witch The Log
Arrows
Zap Giant Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Fire Spirit Zap Arrows The Log Electro Wizard
Giant
Zap Arrows Mini P.E.K.K.A Fire Spirit Witch The Log Electro Wizard
Witch
Zap Giant
The Log
Zap Mini P.E.K.K.A Giant
Electro Wizard
Zap Mini P.E.K.K.A Giant

Defense Synergies 4 12

Fire Spirit
Zap Mini P.E.K.K.A The Log Electro Wizard
Zap
Mini P.E.K.K.A Electro Wizard Fire Spirit Arrows Witch The Log
Arrows
Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Electro Wizard Fire Spirit Arrows Witch
Giant
Witch
Zap Mini P.E.K.K.A The Log Electro Wizard
The Log
Mini P.E.K.K.A Fire Spirit Zap Witch Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Fire Spirit Witch The Log

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.

Zap The Log Electro Wizard
Mini P.E.K.K.A Zap Witch The Log Electro Wizard
Mini P.E.K.K.A Witch Fire Spirit Electro Wizard
Mini P.E.K.K.A Witch Electro Wizard
Arrows Mini P.E.K.K.A The Log
Arrows The Log Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Arrows Witch
Zap Arrows The Log Electro Wizard
Mini P.E.K.K.A Witch
Fire Spirit Mini P.E.K.K.A Electro Wizard
Witch Electro Wizard Zap Arrows The Log
Arrows Zap Witch Electro Wizard
Mini P.E.K.K.A Fire Spirit Zap Witch The Log Electro Wizard
Fire Spirit Zap Arrows Mini P.E.K.K.A Witch The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A The Log Electro Wizard
Arrows Mini P.E.K.K.A Witch Electro Wizard
Fire Spirit Arrows Zap Witch The Log Electro Wizard
Zap Arrows Witch The Log Fire Spirit Electro Wizard
Mini P.E.K.K.A Electro Wizard
Fire Spirit Arrows Mini P.E.K.K.A Witch The Log Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Witch Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A The Log
Zap Mini P.E.K.K.A Witch The Log Electro Wizard
Mini P.E.K.K.A Zap The Log Electro Wizard
Mini P.E.K.K.A Witch
Fire Spirit Arrows Zap Witch Electro Wizard
Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Mini P.E.K.K.A Witch The Log
Witch
Mini P.E.K.K.A Witch
Zap Arrows The Log Electro Wizard
Mini P.E.K.K.A Witch
Witch
Witch Electro Wizard Zap Mini P.E.K.K.A The Log
Arrows Zap Mini P.E.K.K.A Witch The Log 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.)

Arrows The Log
Arrows Zap The Log Electro Wizard
Arrows The Log
Arrows The Log
Fire Spirit Zap Arrows The Log
Arrows Fire Spirit Zap Witch
Fire Spirit Arrows Witch The Log
Arrows The Log Fire Spirit Zap
Arrows The Log Zap
Fire Spirit Mini P.E.K.K.A Electro Wizard
Zap Arrows The Log Electro Wizard
Fire Spirit Zap Arrows
Fire Spirit The Log
Arrows
Zap Arrows The Log
Zap Arrows Witch The Log
Arrows The Log
Arrows
Mini P.E.K.K.A
Fire Spirit Zap Arrows Mini P.E.K.K.A The Log Electro Wizard
Fire Spirit Zap Arrows Witch The Log
The Log
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log Fire Spirit Witch
Witch
Arrows The Log Zap Witch Electro Wizard
Zap Arrows Witch The Log
Zap Arrows The Log
Fire Spirit Zap Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Mini P.E.K.K.A
Zap Arrows The Log
Zap Arrows Electro Wizard
Arrows The Log
Zap Electro Wizard Fire Spirit Witch
Fire Spirit Zap Arrows Witch Electro Wizard
Arrows The Log
Mini P.E.K.K.A Electro Wizard
Arrows The Log Zap
Zap Arrows
Zap Witch The Log Electro Wizard
Zap Witch Electro Wizard
Zap Witch The Log Electro Wizard

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