My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Spear Goblins Archers Minions Mother 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.

Spear Goblins Archers P.E.K.K.A Mother 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 Fireball Rage

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.

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 Archers Minions
Giant Snowball
Spear Goblins Archers Minions
Zap
Spear Goblins Archers Minions
Barbarian Barrel
Spear Goblins Archers
The Log
Spear Goblins Archers
Earthquake
Spear Goblins Archers
Arrows
Spear Goblins Archers Minions
Royal Delivery
Spear Goblins Archers Minions P.E.K.K.A Mother Witch
Fireball
Archers Minions Mother Witch
Poison
Spear Goblins Archers Minions Mother Witch
Lightning
Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Spear Goblins Rage P.E.K.K.A Mother Witch

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.

Minions Fireball

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.

Spear Goblins Zap Rage Archers Minions Fireball Mother Witch P.E.K.K.A

Shortest cycle

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

9 Spear Goblins Zap Rage Archers

Attack Synergies 3 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.

Spear Goblins
Zap
Zap
Fireball P.E.K.K.A Spear Goblins Archers Minions Mother Witch
Archers
Zap P.E.K.K.A
Minions
Rage Zap P.E.K.K.A
Fireball
Zap
Rage
Minions Mother Witch
P.E.K.K.A
Zap Archers Minions Mother Witch
Mother Witch
Zap Rage P.E.K.K.A

Defense Synergies 1 11

Spear Goblins
Zap Archers Minions P.E.K.K.A
Zap
Fireball Spear Goblins Archers Minions P.E.K.K.A Mother Witch
Archers
Spear Goblins Zap Minions P.E.K.K.A
Minions
Spear Goblins Zap Archers P.E.K.K.A
Fireball
Zap
Rage
P.E.K.K.A
Spear Goblins Zap Archers Minions
Mother Witch
Zap

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.

Spear Goblins Zap Minions Fireball
P.E.K.K.A Zap Minions
P.E.K.K.A Archers Minions
P.E.K.K.A Minions
Fireball P.E.K.K.A
Fireball Spear Goblins Zap Archers Minions Mother Witch
Minions Spear Goblins Zap Archers Fireball
Zap Fireball P.E.K.K.A
P.E.K.K.A Minions
Spear Goblins Archers
Archers Minions Mother Witch Spear Goblins Zap Fireball
Minions Spear Goblins Zap Archers Fireball
P.E.K.K.A Zap Minions Fireball
Fireball Zap Minions P.E.K.K.A
P.E.K.K.A
Zap Fireball P.E.K.K.A
Minions Fireball P.E.K.K.A
Fireball Spear Goblins Zap Archers Minions
Zap Spear Goblins Archers Minions Fireball Mother Witch
P.E.K.K.A
Spear Goblins Archers Minions Fireball P.E.K.K.A Mother Witch

Counters to secondary win conditions

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

Spear Goblins Zap Archers Fireball P.E.K.K.A
Fireball Zap Archers
P.E.K.K.A Spear Goblins Zap Minions
P.E.K.K.A Zap Fireball
P.E.K.K.A
Fireball Mother Witch Zap Archers Minions
P.E.K.K.A Spear Goblins Archers Minions Fireball
P.E.K.K.A
Zap P.E.K.K.A Spear Goblins Minions Fireball
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Zap Fireball
P.E.K.K.A Fireball
Archers Fireball
Spear Goblins Zap Archers Minions Fireball P.E.K.K.A
Minions Zap Archers Fireball P.E.K.K.A Mother Witch

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
Fireball Zap
Fireball
Fireball
Fireball Zap
Fireball Mother Witch Spear Goblins Zap Minions
Archers
Fireball Zap
Fireball Zap
Minions Fireball
Zap Fireball
Fireball Zap Archers
Fireball
Minions Fireball
Zap Fireball
Spear Goblins Zap Fireball
Fireball
Fireball
Minions
Zap Archers Fireball
Zap Fireball Mother Witch
Minions Fireball
Fireball
Zap Fireball
Zap Mother Witch Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Zap Archers Fireball Mother Witch
Zap Minions Fireball
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball
Zap Spear Goblins Archers Minions Fireball
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Minions Fireball
Zap Fireball
Zap Fireball

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