My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit 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.

Royal Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Rocket Lightning

Punishments

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

Royal Giant Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Royal Giant Wall Breakers 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
Royal Giant Wall Breakers Skeleton Army
Giant Snowball
Fire Spirit Wall Breakers Skeleton Army Witch
Zap
Fire Spirit Royal Giant Wall Breakers Skeleton Army Witch
Barbarian Barrel
Fire Spirit Wall Breakers Skeleton Army Witch
The Log
Fire Spirit Royal Giant Wall Breakers Skeleton Army Witch
Earthquake
Skeleton Army Witch
Arrows
Fire Spirit Wall Breakers Skeleton Army Witch
Royal Delivery
Fire Spirit Wall Breakers Skeleton Army Witch P.E.K.K.A
Fireball
Wall Breakers Skeleton Army Witch
Poison
Skeleton Army Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket

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 Rocket Skeleton Army 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.

Royal Giant Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Wall Breakers Skeleton Army Witch Royal Giant Rocket Lightning P.E.K.K.A

Shortest cycle

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

11 Fire Spirit Wall Breakers Skeleton Army Witch

Attack Synergies 3 4

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
Royal Giant P.E.K.K.A Wall Breakers
Royal Giant
Fire Spirit Lightning Rocket Witch
Rocket
Royal Giant
Wall Breakers
Fire Spirit
Skeleton Army
Witch
Royal Giant P.E.K.K.A
Lightning
Royal Giant
P.E.K.K.A
Fire Spirit Witch

Defense Synergies 0 1

Fire Spirit
P.E.K.K.A
Royal Giant
Rocket
Wall Breakers
Skeleton Army
Witch
Lightning
P.E.K.K.A
Fire Spirit

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.

Rocket Lightning
Skeleton Army P.E.K.K.A Witch
Rocket Skeleton Army Witch P.E.K.K.A Fire Spirit Lightning
Skeleton Army Witch P.E.K.K.A
Lightning Rocket Skeleton Army P.E.K.K.A
Skeleton Army Fire Spirit
Rocket Lightning Fire Spirit Witch
Rocket Lightning P.E.K.K.A
Witch P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit
Skeleton Army Witch
Witch
Skeleton Army P.E.K.K.A Fire Spirit Rocket Witch Lightning
Fire Spirit Rocket Skeleton Army Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Rocket Skeleton Army Lightning P.E.K.K.A
Skeleton Army Witch P.E.K.K.A
Fire Spirit Skeleton Army Witch
Witch Fire Spirit
P.E.K.K.A
Skeleton Army Fire Spirit Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Witch P.E.K.K.A
Rocket Lightning
Skeleton Army P.E.K.K.A Rocket Witch Lightning
Rocket Skeleton Army Lightning P.E.K.K.A
P.E.K.K.A Skeleton Army Witch
Fire Spirit Rocket Witch
Rocket Skeleton Army P.E.K.K.A Witch Lightning
P.E.K.K.A Skeleton Army
Rocket Lightning P.E.K.K.A Skeleton Army Witch
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch
Rocket Skeleton Army Lightning P.E.K.K.A
Rocket Skeleton Army Lightning P.E.K.K.A Witch
Skeleton Army Witch
Skeleton Army Witch Rocket Lightning P.E.K.K.A
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.)

Lightning Rocket
Rocket Lightning
Lightning Rocket
Rocket Fire Spirit
Fire Spirit Rocket Witch
Fire Spirit Witch
Fire Spirit Lightning
Lightning
Rocket Lightning Fire Spirit
Rocket Lightning
Lightning Fire Spirit Rocket
Rocket Lightning Fire Spirit
Lightning Rocket
Lightning
Rocket Lightning Witch
Lightning Rocket
Lightning Rocket
Rocket Lightning
Rocket Lightning Fire Spirit
Rocket Lightning Fire Spirit Witch
Rocket Lightning
Rocket Lightning
Rocket Lightning
Rocket Lightning
Fire Spirit Witch
Witch
Witch Lightning
Lightning Witch
Rocket Lightning
Lightning Fire Spirit Witch
Rocket Lightning Witch
Lightning
Lightning Rocket
Rocket Lightning
P.E.K.K.A
Rocket Lightning
Lightning Fire Spirit Rocket Skeleton Army Witch
Rocket Lightning Fire Spirit Witch
Lightning Rocket
Lightning
Rocket Lightning
P.E.K.K.A
Rocket Witch Lightning
Rocket Witch Lightning
Lightning Rocket Witch

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