My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Flying Machine 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.

Archers Flying Machine Golem Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap 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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Mini P.E.K.K.A Golem Night Witch

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

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 Archers Mini P.E.K.K.A Flying Machine Night Witch Golem

Shortest cycle

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

8 Fire Spirit Zap The Log Archers

Attack Synergies 1 15

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 Golem
Zap
Fire Spirit Archers Mini P.E.K.K.A Flying Machine Golem The Log Night Witch
Archers
Zap Mini P.E.K.K.A Golem
Mini P.E.K.K.A
Fire Spirit Zap Archers Golem The Log
Flying Machine
Zap Golem
Golem
Night Witch Fire Spirit Zap Archers Mini P.E.K.K.A Flying Machine The Log
The Log
Zap Mini P.E.K.K.A Golem
Night Witch
Golem Zap

Defense Synergies 2 11

Fire Spirit
Zap Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Fire Spirit Archers Flying Machine The Log Night Witch
Archers
Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap The Log Fire Spirit Archers
Flying Machine
Zap The Log
Golem
The Log
Mini P.E.K.K.A Fire Spirit Zap Archers Flying Machine Night Witch
Night Witch
Zap 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 Flying Machine The Log
Mini P.E.K.K.A Zap Flying Machine The Log Night Witch
Mini P.E.K.K.A Fire Spirit Archers Night Witch
Mini P.E.K.K.A Night Witch
Mini P.E.K.K.A The Log
The Log Fire Spirit Zap Archers Flying Machine Night Witch
Fire Spirit Zap Archers Flying Machine Night Witch
Zap Flying Machine The Log
Mini P.E.K.K.A Night Witch
Fire Spirit Archers Mini P.E.K.K.A Night Witch
Archers Zap Flying Machine The Log Night Witch
Zap Archers Flying Machine Night Witch
Mini P.E.K.K.A Night Witch Fire Spirit Zap Flying Machine The Log
Fire Spirit Zap Mini P.E.K.K.A The Log Night Witch
Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Night Witch
Fire Spirit Zap Archers Flying Machine The Log Night Witch
Zap The Log Fire Spirit Archers Flying Machine
Mini P.E.K.K.A
Fire Spirit Archers Mini P.E.K.K.A Flying Machine The Log 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 Zap Archers
Zap Archers Mini P.E.K.K.A Flying Machine The Log
Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Zap The Log Night Witch
Mini P.E.K.K.A Night Witch
Fire Spirit Zap Archers Flying Machine
Mini P.E.K.K.A Archers Flying Machine Night Witch
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Flying Machine The Log
Mini P.E.K.K.A Flying Machine
Zap The Log
Mini P.E.K.K.A Night Witch
Archers Flying Machine
Zap Archers Mini P.E.K.K.A Flying Machine The Log Night Witch
Zap Archers Mini P.E.K.K.A Flying Machine The Log

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.)

Flying Machine The Log
Zap Flying Machine The Log
Flying Machine The Log
Flying Machine The Log
Fire Spirit Zap The Log
Fire Spirit Zap Flying Machine
Fire Spirit Archers Flying Machine The Log
The Log Fire Spirit Zap Flying Machine
The Log Zap Flying Machine
Fire Spirit Mini P.E.K.K.A Night Witch
Zap Flying Machine The Log
Fire Spirit Zap Archers Flying Machine
Flying Machine Fire Spirit The Log
Flying Machine
Zap Flying Machine The Log
Zap Flying Machine The Log
Flying Machine The Log
Mini P.E.K.K.A Night Witch
Fire Spirit Zap Archers Mini P.E.K.K.A Flying Machine The Log
Fire Spirit Zap Flying Machine The Log
The Log Night Witch
The Log
Zap Flying Machine The Log
Zap The Log Fire Spirit
The Log Zap Flying Machine
Zap Flying Machine The Log
Zap The Log
Fire Spirit Zap Archers Flying Machine Night Witch
Zap Flying Machine
Mini P.E.K.K.A Night Witch
Zap The Log Night Witch
Zap
The Log
Zap Fire Spirit Archers Flying Machine Night Witch
Fire Spirit Zap Archers Flying Machine
The Log
Mini P.E.K.K.A Flying Machine
The Log Zap Flying Machine
Zap
Flying Machine
Zap Flying Machine The Log
Zap Flying Machine
Zap Flying Machine The Log

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