My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Minions Goblin Gang Wizard Ice 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.

Wizard P.E.K.K.A Ice Wizard Night Witch

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.

Zap Tornado

Punishments

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

Goblin Gang

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.

Goblin Gang 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
Minions Goblin Gang Night Witch
Giant Snowball
Minions Goblin Gang Night Witch
Zap
Minions Goblin Gang Night Witch
Barbarian Barrel
Goblin Gang Wizard Ice Wizard Night Witch
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Minions Goblin Gang Night Witch
Royal Delivery
Minions Goblin Gang Wizard P.E.K.K.A Ice Wizard Night Witch
Fireball
Minions Goblin Gang Wizard Ice Wizard Night Witch
Poison
Minions Goblin Gang Wizard Ice Wizard Night Witch
Lightning
Wizard Ice Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Ice Wizard

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.

Tornado P.E.K.K.A Ice Wizard 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.

Minions Goblin Gang Wizard Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Minions Goblin Gang Tornado Ice Wizard Night Witch Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Minions Goblin Gang Tornado

Attack Synergies 4 10

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.

Zap
Tornado P.E.K.K.A Minions Ice Wizard Night Witch
Minions
Zap P.E.K.K.A
Goblin Gang
P.E.K.K.A
Wizard
Tornado P.E.K.K.A
Tornado
Zap Wizard P.E.K.K.A Ice Wizard Night Witch
P.E.K.K.A
Zap Tornado Minions Goblin Gang Wizard Ice Wizard Night Witch
Ice Wizard
Zap Tornado P.E.K.K.A
Night Witch
Zap Tornado P.E.K.K.A

Defense Synergies 3 14

Zap
Minions Goblin Gang Tornado P.E.K.K.A Ice Wizard Night Witch
Minions
Zap P.E.K.K.A Ice Wizard
Goblin Gang
Zap P.E.K.K.A Ice Wizard
Wizard
Tornado P.E.K.K.A Ice Wizard
Tornado
Wizard P.E.K.K.A Ice Wizard Zap
P.E.K.K.A
Tornado Zap Minions Goblin Gang Wizard Ice Wizard
Ice Wizard
Tornado Zap Minions Goblin Gang Wizard P.E.K.K.A Night Witch
Night Witch
Zap Ice 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 Minions Wizard
P.E.K.K.A Zap Minions Goblin Gang Ice Wizard Night Witch
Goblin Gang Tornado P.E.K.K.A Minions Ice Wizard Night Witch
P.E.K.K.A Night Witch Minions Goblin Gang Ice Wizard
Tornado P.E.K.K.A
Goblin Gang Tornado Zap Minions Ice Wizard Night Witch
Minions Tornado Zap Goblin Gang Wizard Ice Wizard Night Witch
Zap P.E.K.K.A
P.E.K.K.A Minions Goblin Gang Tornado Ice Wizard Night Witch
Goblin Gang Tornado Ice Wizard Night Witch
Minions Goblin Gang Ice Wizard Zap Wizard Tornado Night Witch
Minions Zap Goblin Gang Wizard Tornado Ice Wizard Night Witch
P.E.K.K.A Night Witch Zap Minions Goblin Gang Wizard Ice Wizard
Wizard Zap Minions Goblin Gang Tornado P.E.K.K.A Night Witch
P.E.K.K.A Goblin Gang
Tornado Zap Goblin Gang P.E.K.K.A
Wizard Minions Goblin Gang Tornado P.E.K.K.A Night Witch
Zap Minions Goblin Gang Wizard Tornado Ice Wizard Night Witch
Zap Wizard Tornado Minions Ice Wizard
P.E.K.K.A Tornado
Goblin Gang Wizard Minions 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.

Goblin Gang Zap P.E.K.K.A
Zap Goblin Gang Wizard
Goblin Gang P.E.K.K.A Zap Minions
Goblin Gang P.E.K.K.A Zap Tornado Night Witch
P.E.K.K.A Goblin Gang Night Witch
Wizard Zap Minions Goblin Gang Tornado Ice Wizard
Goblin Gang P.E.K.K.A Minions Ice Wizard Night Witch
P.E.K.K.A
Zap P.E.K.K.A Minions Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A Minions
P.E.K.K.A Zap Tornado
P.E.K.K.A Goblin Gang Wizard Night Witch
Wizard
Goblin Gang Zap Minions Tornado P.E.K.K.A Night Witch
Minions Zap Wizard P.E.K.K.A Ice 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 Tornado Ice Wizard
Wizard Zap
Wizard Zap Minions Tornado Ice Wizard
Wizard Tornado
Zap Wizard Tornado Ice Wizard
Zap Wizard Tornado
Minions Goblin Gang Tornado Night Witch
Zap Wizard Tornado
Zap Wizard Tornado
Minions
Zap
Zap Wizard
Wizard
Tornado
Minions Night Witch
Zap Wizard
Zap Wizard Tornado
Minions Night Witch
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard Ice Wizard
Zap Wizard Tornado Ice Wizard
Zap Wizard Tornado
Zap Tornado
Zap Wizard Tornado Ice Wizard Night Witch
Zap Minions Wizard
Night Witch
Zap Wizard Night Witch
Zap
P.E.K.K.A
Wizard
Zap Minions Goblin Gang Night Witch
Zap Wizard Tornado Ice Wizard
Goblin Gang Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Minions Goblin Gang Tornado
Zap Tornado
Zap Tornado

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