My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Fire Spirit Bats Minion Horde 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.

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

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider

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.

Fire Spirit Minion Horde Hog Rider P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider

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
Bats Minion Horde Hog Rider Night Witch
Giant Snowball
Fire Spirit Bats Minion Horde Hog Rider Night Witch
Zap
Fire Spirit Bats Minion Horde Night Witch
Barbarian Barrel
Fire Spirit Wizard Night Witch
The Log
Fire Spirit Hog Rider
Earthquake
Hog Rider
Arrows
Fire Spirit Bats Minion Horde Night Witch
Royal Delivery
Fire Spirit Bats Minion Horde Hog Rider Wizard P.E.K.K.A Night Witch
Fireball
Minion Horde Hog Rider Wizard Night Witch
Poison
Bats Minion Horde Wizard Night Witch
Lightning
Wizard Night Witch
Rocket
Minion Horde Hog Rider Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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.

Fire Spirit Bats 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.

Fire Spirit Minion Horde 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Hog Rider Night Witch Minion Horde Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bats Zap Hog Rider

Attack Synergies 5 9

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
Hog Rider P.E.K.K.A Zap
Bats
Hog Rider Zap P.E.K.K.A
Zap
Hog Rider P.E.K.K.A Fire Spirit Bats Minion Horde Night Witch
Minion Horde
Zap Hog Rider
Hog Rider
Fire Spirit Bats Zap Minion Horde Wizard
Wizard
Hog Rider P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Bats Wizard Night Witch
Night Witch
Zap P.E.K.K.A

Defense Synergies 0 8

Fire Spirit
Zap P.E.K.K.A
Bats
Zap P.E.K.K.A
Zap
Fire Spirit Bats Minion Horde P.E.K.K.A Night Witch
Minion Horde
Zap
Hog Rider
Wizard
P.E.K.K.A
P.E.K.K.A
Fire Spirit Bats Zap Wizard
Night 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.

Zap Minion Horde Wizard
Minion Horde P.E.K.K.A Bats Zap Night Witch
Minion Horde P.E.K.K.A Fire Spirit Bats Night Witch
Minion Horde P.E.K.K.A Night Witch Bats
P.E.K.K.A
Fire Spirit Bats Zap Night Witch
Bats Minion Horde Fire Spirit Zap Wizard Night Witch
Zap P.E.K.K.A
Minion Horde P.E.K.K.A Night Witch
Fire Spirit Minion Horde Night Witch
Bats Minion Horde Zap Wizard Night Witch
Minion Horde Bats Zap Wizard Night Witch
Minion Horde P.E.K.K.A Night Witch Fire Spirit Bats Zap Wizard
Fire Spirit Wizard Bats Zap Minion Horde P.E.K.K.A Night Witch
P.E.K.K.A Minion Horde
Minion Horde Zap P.E.K.K.A
Minion Horde Wizard Bats P.E.K.K.A Night Witch
Fire Spirit Bats Zap Minion Horde Wizard Night Witch
Zap Wizard Fire Spirit Bats
P.E.K.K.A
Wizard Fire Spirit Bats Minion Horde 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.

Zap P.E.K.K.A
Zap Wizard
P.E.K.K.A Bats Zap Minion Horde
P.E.K.K.A Bats Zap Minion Horde Night Witch
P.E.K.K.A Minion Horde Night Witch
Fire Spirit Wizard Bats Zap Minion Horde
P.E.K.K.A Bats Minion Horde Night Witch
P.E.K.K.A Minion Horde
Zap Minion Horde P.E.K.K.A Bats
P.E.K.K.A Minion Horde
P.E.K.K.A Bats Minion Horde
P.E.K.K.A Zap
P.E.K.K.A Minion Horde Wizard Night Witch
Wizard Minion Horde
Bats Zap Minion Horde P.E.K.K.A Night Witch
Bats Zap Minion Horde 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.)

Minion Horde
Zap
Minion Horde
Wizard Fire Spirit Zap Minion Horde
Wizard Fire Spirit Bats Zap Minion Horde
Fire Spirit Minion Horde Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Minion Horde Night Witch
Zap Minion Horde Wizard
Fire Spirit Zap Wizard
Fire Spirit
Minion Horde
Zap
Zap Minion Horde Wizard
Minion Horde Wizard
Bats Minion Horde Night Witch
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard
Minion Horde Night Witch
Wizard
Zap Minion Horde
Zap Fire Spirit Wizard
Minion Horde
Zap Wizard
Zap Wizard
Zap
Fire Spirit Bats Zap Minion Horde Wizard Night Witch
Zap Bats Minion Horde Wizard
Minion Horde Night Witch
Zap Minion Horde Wizard Night Witch
Zap Minion Horde
P.E.K.K.A Minion Horde
Wizard
Zap Minion Horde Fire Spirit Bats Night Witch
Fire Spirit Zap Wizard
Minion Horde Wizard
Zap Wizard
Zap
Minion Horde P.E.K.K.A
Zap Bats Minion Horde
Bats Zap
Zap

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