My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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 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!
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.

Fire Spirit Bats 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.

Bats Wizard Dark Prince Prince P.E.K.K.A Night Witch Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Dark Prince Prince Mega Knight

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 Dark Prince Prince P.E.K.K.A Mega Knight

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.

Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Dark Prince Mega Knight

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 Bats Dark Prince Prince P.E.K.K.A Night Witch Mega Knight

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 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.

Fire Spirit Bats Dark Prince Night Witch Wizard Prince P.E.K.K.A Mega Knight

Shortest cycle

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

11 Fire Spirit Bats Dark Prince Night Witch

Attack Synergies 4 11

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
P.E.K.K.A Dark Prince Prince
Bats
Mega Knight Dark Prince Prince P.E.K.K.A
Wizard
Dark Prince Prince P.E.K.K.A Mega Knight
Dark Prince
Prince Fire Spirit Bats Wizard
Prince
Dark Prince Mega Knight Fire Spirit Bats Wizard
P.E.K.K.A
Fire Spirit Bats Wizard Night Witch
Night Witch
P.E.K.K.A Mega Knight
Mega Knight
Bats Prince Wizard Night Witch

Defense Synergies 0 12

Fire Spirit
P.E.K.K.A
Bats
Dark Prince Prince P.E.K.K.A Mega Knight
Wizard
Dark Prince Prince P.E.K.K.A Mega Knight
Dark Prince
Bats Wizard Prince Night Witch
Prince
Bats Wizard Dark Prince
P.E.K.K.A
Fire Spirit Bats Wizard
Night Witch
Dark Prince Mega Knight
Mega Knight
Bats Wizard Night Witch

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.

Wizard
P.E.K.K.A Bats Dark Prince Prince Night Witch Mega Knight
Prince P.E.K.K.A Mega Knight Fire Spirit Bats Dark Prince Night Witch
Prince P.E.K.K.A Night Witch Bats Dark Prince Mega Knight
Dark Prince Prince P.E.K.K.A Mega Knight
Fire Spirit Bats Dark Prince Night Witch Mega Knight
Bats Fire Spirit Wizard Night Witch
P.E.K.K.A Mega Knight
P.E.K.K.A Prince Night Witch
Fire Spirit Dark Prince Prince Night Witch Mega Knight
Bats Wizard Dark Prince Night Witch Mega Knight
Bats Wizard Night Witch
Prince P.E.K.K.A Night Witch Mega Knight Fire Spirit Bats Wizard Dark Prince
Fire Spirit Wizard Mega Knight Bats Dark Prince Prince P.E.K.K.A Night Witch
P.E.K.K.A Prince Mega Knight
Prince P.E.K.K.A Mega Knight
Wizard Mega Knight Bats Dark Prince Prince P.E.K.K.A Night Witch
Fire Spirit Mega Knight Bats Wizard Dark Prince Prince Night Witch
Wizard Fire Spirit Bats Dark Prince Mega Knight
P.E.K.K.A Prince
Wizard Dark Prince Mega Knight Fire Spirit Bats Prince P.E.K.K.A Night Witch

Counters to secondary win conditions

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

Mega Knight Dark Prince Prince P.E.K.K.A
Wizard Prince Mega Knight
P.E.K.K.A Mega Knight Bats Dark Prince Prince
Dark Prince Prince P.E.K.K.A Mega Knight Bats Night Witch
P.E.K.K.A Dark Prince Prince Night Witch Mega Knight
Fire Spirit Wizard Bats
Dark Prince Prince P.E.K.K.A Bats Night Witch
P.E.K.K.A Mega Knight Dark Prince Prince
P.E.K.K.A Mega Knight Bats Dark Prince Prince
P.E.K.K.A
P.E.K.K.A Mega Knight Bats Dark Prince Prince
P.E.K.K.A Mega Knight Dark Prince Prince
Dark Prince Prince P.E.K.K.A Mega Knight Wizard Night Witch
Wizard Mega Knight
Bats Dark Prince Prince P.E.K.K.A Night Witch
Bats Mega Knight Wizard Dark Prince P.E.K.K.A

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.)

Dark Prince Prince
Wizard Fire Spirit Dark Prince Mega Knight
Wizard Fire Spirit Bats
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Bats Prince Night Witch
Wizard Dark Prince Prince
Fire Spirit Wizard
Fire Spirit
Prince
Wizard
Wizard Mega Knight
Bats Night Witch
Fire Spirit Wizard Dark Prince Prince Mega Knight
Fire Spirit Wizard Mega Knight
Prince Night Witch Mega Knight
Wizard
Prince
Fire Spirit Wizard Dark Prince Mega Knight
Wizard
Wizard Prince Mega Knight
Fire Spirit Bats Wizard Night Witch
Bats Wizard
Night Witch
Wizard Night Witch Mega Knight
P.E.K.K.A Prince Mega Knight
Wizard
Fire Spirit Bats Dark Prince Prince Night Witch
Fire Spirit Wizard
Wizard Dark Prince Prince Mega Knight
Wizard
Dark Prince Prince P.E.K.K.A Mega Knight
Bats
Bats
Dark Prince Prince Mega Knight

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