My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Ice Spirit Giant Witch

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 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 Giant

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.

Fire Spirit Ice Spirit Heal 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

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 Ice Spirit Heal Spirit Witch
The Log
Fire Spirit Ice Spirit Heal Spirit Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Fire Spirit Ice Spirit Heal Spirit Witch
Royal Delivery
Fire Spirit Ice Spirit Heal Spirit Mini P.E.K.K.A Witch
Fireball
Witch
Poison
Witch
Lightning
Mini P.E.K.K.A Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Fireball

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 Ice Spirit Heal Spirit Mini P.E.K.K.A

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.

Fire Spirit Ice Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Heal Spirit Zap Fireball Mini P.E.K.K.A Giant Witch

Shortest cycle

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

5 Fire Spirit Ice Spirit Heal Spirit Zap

Attack Synergies 4 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.

Fire Spirit
Zap Mini P.E.K.K.A Giant
Ice Spirit
Zap Mini P.E.K.K.A Giant Witch
Zap
Ice Spirit Fireball Giant Fire Spirit Heal Spirit Mini P.E.K.K.A Witch
Heal Spirit
Zap Mini P.E.K.K.A Giant Witch
Fireball
Zap Giant
Mini P.E.K.K.A
Giant Fire Spirit Ice Spirit Zap Heal Spirit
Giant
Zap Mini P.E.K.K.A Fire Spirit Ice Spirit Heal Spirit Fireball Witch
Witch
Ice Spirit Zap Heal Spirit Giant

Defense Synergies 4 8

Fire Spirit
Ice Spirit Zap Mini P.E.K.K.A
Ice Spirit
Zap Mini P.E.K.K.A Fire Spirit Fireball Witch
Zap
Ice Spirit Fireball Mini P.E.K.K.A Fire Spirit Witch
Heal Spirit
Fireball
Zap Ice Spirit Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap Fire Spirit Fireball Witch
Giant
Witch
Ice Spirit Zap Mini P.E.K.K.A

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 Fireball
Mini P.E.K.K.A Ice Spirit Zap Witch
Mini P.E.K.K.A Witch Fire Spirit
Mini P.E.K.K.A Witch
Fireball Mini P.E.K.K.A
Fireball Fire Spirit Zap
Fire Spirit Ice Spirit Zap Fireball Witch
Zap Fireball
Mini P.E.K.K.A Witch
Fire Spirit Ice Spirit Mini P.E.K.K.A
Witch Zap Fireball
Zap Fireball Witch
Mini P.E.K.K.A Fire Spirit Ice Spirit Zap Fireball Witch
Fire Spirit Fireball Ice Spirit Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Ice Spirit Zap Fireball Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Witch
Fire Spirit Ice Spirit Fireball Zap Witch
Zap Witch Fire Spirit Ice Spirit Fireball
Mini P.E.K.K.A
Fire Spirit Fireball Mini P.E.K.K.A 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 Zap Fireball Witch
Fireball Zap Mini P.E.K.K.A
Ice Spirit Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A Zap Fireball
Mini P.E.K.K.A Witch
Fire Spirit Fireball Ice Spirit Zap Witch
Mini P.E.K.K.A Fireball Witch
Mini P.E.K.K.A
Zap Ice Spirit Fireball Mini P.E.K.K.A Witch
Witch
Mini P.E.K.K.A Witch
Zap Fireball
Mini P.E.K.K.A Fireball Witch
Fireball Witch
Witch Ice Spirit Zap Fireball Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A 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 Zap
Fireball
Fireball
Fireball Fire Spirit Zap
Fireball Fire Spirit Ice Spirit Zap Witch
Fire Spirit Witch
Fireball Fire Spirit Ice Spirit Zap
Fireball Zap
Fire Spirit Fireball Mini P.E.K.K.A
Zap Fireball
Fireball Fire Spirit Zap
Fire Spirit Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Mini P.E.K.K.A
Fire Spirit Zap Fireball Mini P.E.K.K.A
Fire Spirit Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Ice Spirit Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Fire Spirit Zap Fireball Witch
Zap Ice Spirit Fireball Witch
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Ice Spirit Fireball
Fireball
Zap Fire Spirit Ice Spirit Fireball Witch
Fireball Fire Spirit Zap Witch
Fireball
Fireball Mini P.E.K.K.A
Zap Fireball
Zap Fireball
Zap Ice Spirit Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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