My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Mega Minion 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.

Skeletons Mega Minion Wizard P.E.K.K.A Fisherman 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

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.

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
Skeletons Guards Fisherman Night Witch
Giant Snowball
Skeletons Mega Minion Guards Fisherman Night Witch
Zap
Skeletons Guards Fisherman Night Witch
Barbarian Barrel
Skeletons Wizard Guards Night Witch
The Log
Skeletons Guards Fisherman
Earthquake
Skeletons Guards
Arrows
Skeletons Guards Night Witch
Royal Delivery
Skeletons Mega Minion Wizard Guards P.E.K.K.A Fisherman Night Witch
Fireball
Mega Minion Wizard Fisherman Night Witch
Poison
Mega Minion Wizard Guards Fisherman Night Witch
Lightning
Mega Minion Wizard Fisherman Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

Ladder info

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.

Mega Minion Guards P.E.K.K.A 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.

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.

Skeletons Zap Mega Minion Guards Fisherman Night Witch Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Mega Minion Guards

Attack Synergies 2 6

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.

Skeletons
Zap
Mega Minion P.E.K.K.A Guards Fisherman Night Witch
Mega Minion
Zap
Wizard
P.E.K.K.A
Guards
Zap
P.E.K.K.A
Zap Wizard Fisherman Night Witch
Fisherman
Zap P.E.K.K.A
Night Witch
Zap P.E.K.K.A

Defense Synergies 3 16

Skeletons
Fisherman Zap Mega Minion Wizard P.E.K.K.A Night Witch
Zap
Mega Minion Skeletons Guards P.E.K.K.A Fisherman Night Witch
Mega Minion
Zap Skeletons Wizard Guards Fisherman Night Witch
Wizard
Skeletons Mega Minion Guards P.E.K.K.A
Guards
Fisherman Zap Mega Minion Wizard
P.E.K.K.A
Skeletons Zap Wizard Fisherman
Fisherman
Skeletons Guards Zap Mega Minion P.E.K.K.A
Night Witch
Skeletons Zap Mega Minion

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 Mega Minion Wizard
P.E.K.K.A Skeletons Zap Mega Minion Fisherman Night Witch
P.E.K.K.A Fisherman Skeletons Mega Minion Night Witch
P.E.K.K.A Night Witch Skeletons Mega Minion Guards Fisherman
P.E.K.K.A
Skeletons Zap Mega Minion Guards Night Witch
Mega Minion Zap Wizard Night Witch
Zap P.E.K.K.A
P.E.K.K.A Skeletons Fisherman Night Witch
Guards Skeletons Fisherman Night Witch
Guards Skeletons Zap Mega Minion Wizard Fisherman Night Witch
Mega Minion Zap Wizard Night Witch
P.E.K.K.A Night Witch Skeletons Zap Wizard Guards
Wizard Zap Mega Minion Guards P.E.K.K.A Night Witch
P.E.K.K.A
Zap P.E.K.K.A Fisherman
Wizard Skeletons P.E.K.K.A Fisherman Night Witch
Zap Mega Minion Wizard Guards Fisherman Night Witch
Zap Wizard Mega Minion Guards Fisherman
P.E.K.K.A Fisherman
Wizard Guards P.E.K.K.A Fisherman Night Witch

Counters to secondary win conditions

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

Guards Skeletons Zap P.E.K.K.A Fisherman
Zap Mega Minion Wizard Fisherman
Guards P.E.K.K.A Skeletons Zap Fisherman
Guards P.E.K.K.A Zap Fisherman Night Witch
P.E.K.K.A Skeletons Guards Fisherman Night Witch
Wizard Skeletons Zap
Guards P.E.K.K.A Skeletons Mega Minion Night Witch
P.E.K.K.A Fisherman
Zap P.E.K.K.A Skeletons Mega Minion
P.E.K.K.A Skeletons Mega Minion Guards
P.E.K.K.A Mega Minion Guards
P.E.K.K.A Zap Guards
P.E.K.K.A Skeletons Wizard Guards Night Witch
Wizard
Guards Skeletons Zap Mega Minion P.E.K.K.A Fisherman Night Witch
Zap Mega Minion Wizard 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.)

Guards
Zap Fisherman
Guards
Wizard Zap
Wizard Zap Mega Minion
Wizard
Zap Wizard
Zap Wizard Fisherman
Guards Fisherman Night Witch
Zap Wizard Fisherman
Zap Wizard
Fisherman
Fisherman
Zap Fisherman
Zap Wizard
Wizard
Fisherman Night Witch
Zap Mega Minion Wizard Fisherman
Zap Wizard
Night Witch
Wizard
Fisherman
Zap
Zap Wizard
Mega Minion Fisherman
Zap Wizard Fisherman
Zap Wizard Fisherman
Zap Fisherman
Zap Wizard Night Witch
Zap Mega Minion Wizard Guards
Mega Minion Night Witch
Zap Wizard Night Witch
Zap
P.E.K.K.A
Wizard
Zap Guards Night Witch
Zap Mega Minion Wizard
Mega Minion Wizard
Zap Wizard
Zap
Mega Minion P.E.K.K.A
Zap Guards
Zap
Zap

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