My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Spear Goblins 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 Spear Goblins Witch Bowler P.E.K.K.A

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.

Arrows Fireball

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 Spear Goblins 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
Spear Goblins
Giant Snowball
Fire Spirit Spear Goblins Witch
Zap
Fire Spirit Spear Goblins Witch
Barbarian Barrel
Fire Spirit Ice Spirit Spear Goblins Witch
The Log
Fire Spirit Ice Spirit Spear Goblins Witch
Earthquake
Spear Goblins Witch
Arrows
Fire Spirit Ice Spirit Spear Goblins Witch
Royal Delivery
Fire Spirit Ice Spirit Spear Goblins Witch Bowler P.E.K.K.A
Fireball
Witch Bowler
Poison
Spear Goblins Witch
Lightning
Witch Bowler
Rocket
Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Arrows Fireball Bowler

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 Spear Goblins Arrows Bowler 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 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.

Good

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 Spear Goblins Arrows Fireball Witch Bowler P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Ice Spirit Spear Goblins Arrows

Attack Synergies 4 8

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 Bowler
Ice Spirit
P.E.K.K.A Spear Goblins Witch Bowler
Spear Goblins
Ice Spirit Bowler
Arrows
Fireball P.E.K.K.A Bowler
Fireball
Arrows
Witch
Ice Spirit Bowler P.E.K.K.A
Bowler
Fire Spirit Ice Spirit Spear Goblins Arrows Witch
P.E.K.K.A
Fire Spirit Ice Spirit Arrows Witch

Defense Synergies 0 15

Fire Spirit
Ice Spirit Spear Goblins P.E.K.K.A
Ice Spirit
Fire Spirit Spear Goblins Fireball Witch Bowler P.E.K.K.A
Spear Goblins
Fire Spirit Ice Spirit Arrows Bowler P.E.K.K.A
Arrows
Spear Goblins Fireball Bowler P.E.K.K.A
Fireball
Ice Spirit Arrows
Witch
Ice Spirit Bowler
Bowler
Ice Spirit Spear Goblins Arrows Witch
P.E.K.K.A
Fire Spirit Ice Spirit Spear Goblins Arrows

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.

Bowler Spear Goblins Fireball
P.E.K.K.A Ice Spirit Witch
Witch Bowler P.E.K.K.A Fire Spirit
Witch P.E.K.K.A Bowler
Arrows Fireball Bowler P.E.K.K.A
Arrows Fireball Bowler Fire Spirit Spear Goblins
Fire Spirit Ice Spirit Spear Goblins Arrows Fireball Witch
Bowler Arrows Fireball P.E.K.K.A
Witch P.E.K.K.A
Fire Spirit Ice Spirit Spear Goblins Bowler
Witch Spear Goblins Arrows Fireball Bowler
Arrows Spear Goblins Fireball Witch
Bowler P.E.K.K.A Fire Spirit Ice Spirit Fireball Witch
Fire Spirit Fireball Bowler Ice Spirit Arrows Witch P.E.K.K.A
P.E.K.K.A
Ice Spirit Fireball Bowler P.E.K.K.A
Arrows Fireball Witch Bowler P.E.K.K.A
Fire Spirit Ice Spirit Arrows Fireball Spear Goblins Witch Bowler
Arrows Witch Fire Spirit Ice Spirit Spear Goblins Fireball Bowler
P.E.K.K.A
Bowler Fire Spirit Spear Goblins Arrows Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Spear Goblins Fireball Witch Bowler P.E.K.K.A
Fireball Arrows Bowler
P.E.K.K.A Ice Spirit Spear Goblins Witch Bowler
Bowler P.E.K.K.A Fireball
P.E.K.K.A Witch Bowler
Fire Spirit Arrows Fireball Ice Spirit Witch
P.E.K.K.A Spear Goblins Fireball Witch Bowler
P.E.K.K.A
P.E.K.K.A Ice Spirit Spear Goblins Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Witch Bowler
P.E.K.K.A Arrows Fireball Bowler
Bowler P.E.K.K.A Fireball Witch
Fireball Witch Bowler
Witch Ice Spirit Spear Goblins Fireball Bowler P.E.K.K.A
Arrows Bowler Fireball Witch 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.)

Fireball Arrows
Arrows Fireball Bowler
Arrows Fireball
Arrows Fireball
Fireball Fire Spirit Arrows Bowler
Arrows Fireball Fire Spirit Ice Spirit Spear Goblins Witch
Fire Spirit Arrows Witch Bowler
Arrows Fireball Fire Spirit Ice Spirit Bowler
Arrows Fireball
Fire Spirit Fireball Bowler
Arrows Fireball Bowler
Fireball Fire Spirit Arrows
Fire Spirit Fireball Bowler
Arrows Fireball
Arrows Fireball
Spear Goblins Arrows Fireball Witch Bowler
Arrows Fireball Bowler
Arrows Fireball
Fire Spirit Arrows Fireball Bowler
Fire Spirit Arrows Fireball Witch Bowler
Fireball Bowler
Arrows Fireball
Bowler
Arrows Fireball
Arrows Fire Spirit Ice Spirit Fireball Witch Bowler
Witch
Arrows Fireball Witch Bowler
Fireball Arrows Witch Bowler
Fireball Arrows
Fire Spirit Arrows Fireball Witch
Ice Spirit Fireball Witch
Fireball Bowler
Arrows Fireball
Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball Bowler
Fire Spirit Ice Spirit Spear Goblins Fireball Witch
Fireball Fire Spirit Arrows Witch
Arrows Fireball
Fireball Bowler
Arrows Fireball Bowler
Arrows Fireball
P.E.K.K.A
Ice Spirit Fireball Witch Bowler
Fireball Witch
Fireball Witch Bowler

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