My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro 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.

Golem Electro Wizard 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

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

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 Clone 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Zap Clone Mini P.E.K.K.A Electro Wizard Night Witch Golem

Shortest cycle

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

6 Mirror Fire Spirit Zap Clone

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 Golem
Zap
Mirror Electro Wizard Fire Spirit Mini P.E.K.K.A Golem Night Witch
Mini P.E.K.K.A
Fire Spirit Zap Mirror Golem Electro Wizard
Mirror
Zap Mini P.E.K.K.A Night Witch
Clone
Golem Night Witch Electro Wizard
Golem
Clone Night Witch Fire Spirit Zap Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Clone Golem
Night Witch
Clone Golem Zap Mirror

Defense Synergies 4 8

Fire Spirit
Zap Mini P.E.K.K.A Electro Wizard
Zap
Mini P.E.K.K.A Mirror Electro Wizard Fire Spirit Night Witch
Mini P.E.K.K.A
Zap Electro Wizard Fire Spirit Mirror
Mirror
Zap Mini P.E.K.K.A Electro Wizard Night Witch
Clone
Golem
Electro Wizard
Zap Mini P.E.K.K.A Fire Spirit Mirror Night Witch
Night Witch
Zap Mirror Electro Wizard

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 Electro Wizard
Mini P.E.K.K.A Zap Electro Wizard Night Witch
Mini P.E.K.K.A Fire Spirit Electro Wizard Night Witch
Mini P.E.K.K.A Night Witch Electro Wizard
Mini P.E.K.K.A
Fire Spirit Zap Electro Wizard Night Witch
Electro Wizard Fire Spirit Zap Night Witch
Zap Electro Wizard
Mini P.E.K.K.A Night Witch
Fire Spirit Mini P.E.K.K.A Electro Wizard Night Witch
Electro Wizard Zap Night Witch
Zap Electro Wizard Night Witch
Mini P.E.K.K.A Night Witch Fire Spirit Zap Electro Wizard
Fire Spirit Zap Mini P.E.K.K.A Electro Wizard Night Witch
Mini P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard Night Witch
Fire Spirit Zap Electro Wizard Night Witch
Zap Fire Spirit Electro Wizard
Mini P.E.K.K.A Electro Wizard
Fire Spirit Mini P.E.K.K.A Electro Wizard 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 Electro Wizard
Electro Wizard Zap Mini P.E.K.K.A
Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Zap Electro Wizard Night Witch
Mini P.E.K.K.A Night Witch
Fire Spirit Zap Electro Wizard
Mini P.E.K.K.A Electro Wizard Night Witch
Mini P.E.K.K.A
Zap Electro Wizard Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Electro Wizard
Mini P.E.K.K.A Night Witch
Electro Wizard Zap Mini P.E.K.K.A Night Witch
Zap Mini P.E.K.K.A 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.)

Zap Electro Wizard
Fire Spirit Zap
Fire Spirit Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Mini P.E.K.K.A Electro Wizard Night Witch
Zap Electro Wizard
Fire Spirit Zap
Fire Spirit
Zap
Zap
Mini P.E.K.K.A Night Witch
Fire Spirit Zap Mini P.E.K.K.A Electro Wizard
Fire Spirit Zap
Night Witch
Zap
Zap Fire Spirit
Zap Electro Wizard
Zap
Zap
Fire Spirit Zap Electro Wizard Night Witch
Zap Electro Wizard
Mini P.E.K.K.A Night Witch
Zap Night Witch
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Night Witch
Fire Spirit Zap Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap
Zap
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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