My Best Clash Royale Deck

Deck Check Rating

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

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 Witch Electro Wizard Inferno Dragon

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.

Giant Witch Bandit Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Giant

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.

Mini P.E.K.K.A Giant Bandit

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 Mini P.E.K.K.A Giant Bandit

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.

Mini P.E.K.K.A Bandit Electro Wizard

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
Giant Bandit Inferno Dragon
Giant Snowball
Fire Spirit Witch Inferno Dragon
Zap
Fire Spirit Witch Bandit Inferno Dragon
Barbarian Barrel
Fire Spirit Witch Bandit Electro Wizard
The Log
Fire Spirit Mini P.E.K.K.A Witch Bandit
Earthquake
Witch
Arrows
Fire Spirit Witch
Royal Delivery
Fire Spirit Mini P.E.K.K.A Witch Bandit Electro Wizard Inferno Dragon
Fireball
Witch Bandit Electro Wizard Inferno Dragon
Poison
Witch Electro Wizard
Lightning
Mini P.E.K.K.A Witch Bandit Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Mini P.E.K.K.A Inferno Dragon

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 Electro 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.

Fire Spirit Zap Bandit Mini P.E.K.K.A Electro Wizard Inferno Dragon Giant Witch

Shortest cycle

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

10 Fire Spirit Zap Bandit Mini P.E.K.K.A

Attack Synergies 3 14

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
Zap Mini P.E.K.K.A Giant Bandit Inferno Dragon
Zap
Giant Electro Wizard Fire Spirit Mini P.E.K.K.A Witch Bandit
Mini P.E.K.K.A
Giant Fire Spirit Zap Electro Wizard
Giant
Zap Mini P.E.K.K.A Fire Spirit Witch Bandit Electro Wizard
Witch
Zap Giant Bandit
Bandit
Fire Spirit Zap Giant Witch Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Giant Bandit
Inferno Dragon
Fire Spirit

Defense Synergies 3 11

Fire Spirit
Zap Mini P.E.K.K.A Electro Wizard
Zap
Mini P.E.K.K.A Electro Wizard Fire Spirit Witch Bandit Inferno Dragon
Mini P.E.K.K.A
Zap Electro Wizard Fire Spirit Witch
Giant
Witch
Zap Mini P.E.K.K.A Bandit Electro Wizard
Bandit
Zap Witch Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Fire Spirit Witch Bandit Inferno Dragon
Inferno Dragon
Zap Electro Wizard

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 Electro Wizard
Mini P.E.K.K.A Inferno Dragon Zap Witch Bandit Electro Wizard
Mini P.E.K.K.A Witch Fire Spirit Bandit Electro Wizard Inferno Dragon
Mini P.E.K.K.A Witch Inferno Dragon Bandit Electro Wizard
Mini P.E.K.K.A
Fire Spirit Zap Bandit Electro Wizard
Electro Wizard Inferno Dragon Fire Spirit Zap Witch
Zap Bandit Electro Wizard
Mini P.E.K.K.A Witch Inferno Dragon
Fire Spirit Mini P.E.K.K.A Bandit Electro Wizard
Witch Electro Wizard Zap Bandit
Inferno Dragon Zap Witch Electro Wizard
Mini P.E.K.K.A Fire Spirit Zap Witch Bandit Electro Wizard
Fire Spirit Zap Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Inferno Dragon Bandit Electro Wizard
Zap Mini P.E.K.K.A Bandit Electro Wizard Inferno Dragon
Mini P.E.K.K.A Witch Electro Wizard
Fire Spirit Zap Witch Bandit Electro Wizard
Zap Witch Fire Spirit Bandit Electro Wizard Inferno Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Fire Spirit Mini P.E.K.K.A Witch Bandit Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Witch Bandit Electro Wizard
Bandit Electro Wizard Zap Mini P.E.K.K.A Inferno Dragon
Bandit Zap Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Zap Bandit Electro Wizard
Mini P.E.K.K.A Witch Bandit Inferno Dragon
Fire Spirit Zap Witch Electro Wizard
Mini P.E.K.K.A Witch Bandit Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Zap Electro Wizard Mini P.E.K.K.A Witch Bandit Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mini P.E.K.K.A Witch
Zap Electro Wizard
Mini P.E.K.K.A Witch Bandit
Witch
Witch Electro Wizard Zap Mini P.E.K.K.A Inferno Dragon
Zap Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon

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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Fire Spirit Zap
Fire Spirit Zap Witch
Fire Spirit Witch
Fire Spirit Zap
Zap Bandit
Fire Spirit Mini P.E.K.K.A Electro Wizard
Zap Bandit Electro Wizard
Fire Spirit Zap
Fire Spirit Bandit
Bandit
Zap
Zap Witch Bandit
Bandit
Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A Bandit Electro Wizard
Fire Spirit Zap Witch
Zap
Zap Fire Spirit Witch
Witch Inferno Dragon
Zap Witch Bandit Electro Wizard
Zap Witch Bandit
Zap Bandit
Fire Spirit Zap Witch Electro Wizard
Zap Electro Wizard Witch
Mini P.E.K.K.A
Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Fire Spirit Witch Bandit
Fire Spirit Zap Witch Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap
Zap
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Bandit Electro Wizard

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