My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Cage Night Witch

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!
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.

Bats Witch Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Royal Giant Tombstone Witch Giant Skeleton Ice Wizard

Offensive cards

Win conditions

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

Royal 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.

Royal Giant Mini P.E.K.K.A

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.

Royal Giant Mini P.E.K.K.A Giant Skeleton

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 Giant Skeleton

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 Royal Giant Giant Skeleton
Giant Snowball
Bats Tombstone Witch
Zap
Bats Royal Giant Tombstone Witch
Barbarian Barrel
Tombstone Witch Giant Skeleton Ice Wizard
The Log
Royal Giant Tombstone Mini P.E.K.K.A Witch Giant Skeleton
Earthquake
Tombstone Witch
Arrows
Bats Tombstone Witch
Royal Delivery
Bats Mini P.E.K.K.A Witch Giant Skeleton Ice Wizard
Fireball
Tombstone Witch Ice Wizard
Poison
Bats Tombstone Witch Ice Wizard
Lightning
Tombstone Mini P.E.K.K.A Witch Ice Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice 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.

Bats Tombstone Mini P.E.K.K.A Giant Skeleton Ice Wizard

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

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.

Witch Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Tombstone Ice Wizard Mini P.E.K.K.A Witch Royal Giant Giant Skeleton

Shortest cycle

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

10 Bats Zap Tombstone Ice Wizard

Attack Synergies 3 13

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.

Bats
Royal Giant Giant Skeleton Zap Mini P.E.K.K.A
Zap
Bats Royal Giant Mini P.E.K.K.A Witch Giant Skeleton Ice Wizard
Royal Giant
Bats Ice Wizard Zap Witch Giant Skeleton
Tombstone
Mini P.E.K.K.A
Bats Zap Giant Skeleton Ice Wizard
Witch
Zap Royal Giant Giant Skeleton
Giant Skeleton
Bats Zap Royal Giant Mini P.E.K.K.A Witch Ice Wizard
Ice Wizard
Royal Giant Zap Mini P.E.K.K.A Giant Skeleton

Defense Synergies 1 14

Bats
Zap Mini P.E.K.K.A Giant Skeleton Ice Wizard
Zap
Mini P.E.K.K.A Bats Tombstone Witch Giant Skeleton Ice Wizard
Royal Giant
Tombstone
Zap Ice Wizard
Mini P.E.K.K.A
Zap Bats Witch Ice Wizard
Witch
Zap Mini P.E.K.K.A Giant Skeleton Ice Wizard
Giant Skeleton
Bats Zap Witch Ice Wizard
Ice Wizard
Bats Zap Tombstone Mini P.E.K.K.A Witch Giant Skeleton

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 Tombstone
Mini P.E.K.K.A Bats Zap Tombstone Witch Ice Wizard
Mini P.E.K.K.A Witch Bats Tombstone Giant Skeleton Ice Wizard
Mini P.E.K.K.A Witch Bats Tombstone Ice Wizard
Tombstone Mini P.E.K.K.A Giant Skeleton
Bats Zap Ice Wizard
Bats Zap Tombstone Witch Ice Wizard
Zap Giant Skeleton
Mini P.E.K.K.A Witch Tombstone Ice Wizard
Mini P.E.K.K.A Giant Skeleton Ice Wizard
Bats Witch Ice Wizard Zap Tombstone Giant Skeleton
Bats Zap Witch Ice Wizard
Tombstone Mini P.E.K.K.A Bats Zap Witch Giant Skeleton Ice Wizard
Bats Zap Tombstone Mini P.E.K.K.A Witch
Mini P.E.K.K.A Tombstone
Zap Mini P.E.K.K.A
Bats Tombstone Mini P.E.K.K.A Witch
Tombstone Bats Zap Witch Ice Wizard
Zap Witch Bats Tombstone Giant Skeleton Ice Wizard
Mini P.E.K.K.A
Bats Mini P.E.K.K.A Witch Giant Skeleton

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 Tombstone Witch Giant Skeleton
Zap Mini P.E.K.K.A
Tombstone Giant Skeleton Bats Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A Giant Skeleton Bats Zap
Giant Skeleton Tombstone Mini P.E.K.K.A Witch
Bats Zap Witch Ice Wizard
Mini P.E.K.K.A Bats Tombstone Witch Giant Skeleton Ice Wizard
Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton Bats Tombstone Mini P.E.K.K.A Witch
Witch Tombstone
Bats Tombstone Mini P.E.K.K.A Witch Giant Skeleton
Zap Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Tombstone Witch
Witch
Tombstone Witch Bats Zap Mini P.E.K.K.A Giant Skeleton
Bats Zap Mini P.E.K.K.A Witch Giant Skeleton Ice Wizard

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.)

Giant Skeleton
Zap Ice Wizard
Giant Skeleton
Giant Skeleton
Zap
Bats Zap Witch Ice Wizard
Witch
Zap Ice Wizard
Zap
Bats Mini P.E.K.K.A
Zap
Zap
Zap
Zap Witch
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap Witch
Giant Skeleton
Zap
Zap Witch Ice Wizard
Witch
Zap Witch Ice Wizard
Zap Witch
Zap
Bats Zap Witch Ice Wizard
Zap Bats Witch
Mini P.E.K.K.A
Zap
Zap
Giant Skeleton
Zap Bats Tombstone Witch
Zap Witch Ice Wizard
Mini P.E.K.K.A
Zap
Zap Giant Skeleton
Zap Bats Witch Giant Skeleton
Bats Zap Witch
Zap Witch Giant Skeleton

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