My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Wizard 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.

Wizard P.E.K.K.A Bandit 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 Arrows

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 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 P.E.K.K.A 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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows 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 Arrows Mini P.E.K.K.A P.E.K.K.A Mother 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 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.

Fire Spirit Zap Arrows Bandit Mini P.E.K.K.A Mother Witch Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Arrows Bandit

Attack Synergies 4 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
P.E.K.K.A Zap Mini P.E.K.K.A Bandit Mother Witch
Zap
Arrows P.E.K.K.A Fire Spirit Mini P.E.K.K.A Bandit Mother Witch
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A Bandit Mother Witch
Mini P.E.K.K.A
Fire Spirit Zap Arrows Wizard
Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Zap Arrows Wizard Mother Witch
Bandit
Fire Spirit Zap Arrows Wizard
Mother Witch
Fire Spirit Zap Arrows P.E.K.K.A

Defense Synergies 1 15

Fire Spirit
Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Mini P.E.K.K.A Fire Spirit Arrows P.E.K.K.A Bandit Mother Witch
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A Bandit Mother Witch
Mini P.E.K.K.A
Zap Fire Spirit Arrows Wizard Mother Witch
Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Zap Arrows Wizard
Bandit
Zap Arrows Wizard
Mother Witch
Zap Arrows Mini P.E.K.K.A

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 Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Bandit
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Bandit
Mini P.E.K.K.A P.E.K.K.A Bandit
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Fire Spirit Zap Bandit Mother Witch
Fire Spirit Zap Arrows Wizard
Zap Arrows P.E.K.K.A Bandit
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Bandit
Mother Witch Zap Arrows Wizard Bandit
Arrows Zap Wizard
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Zap Wizard Bandit
Fire Spirit Wizard Zap Arrows Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bandit
Zap Mini P.E.K.K.A P.E.K.K.A Bandit
Wizard Arrows Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Arrows Zap Wizard Bandit
Zap Arrows Wizard Fire Spirit Bandit Mother Witch
Mini P.E.K.K.A P.E.K.K.A
Wizard Fire Spirit Arrows Mini P.E.K.K.A P.E.K.K.A Bandit Mother Witch

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 P.E.K.K.A Bandit
Bandit Zap Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Bandit Zap Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Zap Bandit
P.E.K.K.A Mini P.E.K.K.A Bandit
Fire Spirit Arrows Wizard Mother Witch Zap
Mini P.E.K.K.A P.E.K.K.A Bandit
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Mini P.E.K.K.A Bandit
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Arrows
Mini P.E.K.K.A P.E.K.K.A Wizard Bandit
Wizard
Zap Mini P.E.K.K.A P.E.K.K.A
Arrows Zap Mini P.E.K.K.A Wizard P.E.K.K.A Mother Witch
Zap Arrows
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini 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.)

Arrows Bandit
Arrows Zap Bandit
Arrows Bandit
Arrows
Wizard Fire Spirit Zap Arrows
Arrows Wizard Mother Witch Fire Spirit Zap
Fire Spirit Arrows Wizard
Arrows Fire Spirit Zap Wizard
Arrows Zap Wizard Bandit
Fire Spirit Mini P.E.K.K.A
Zap Arrows Wizard Bandit
Fire Spirit Zap Arrows Wizard
Fire Spirit Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows
Mini P.E.K.K.A
Fire Spirit Zap Arrows Mini P.E.K.K.A Wizard Bandit
Fire Spirit Zap Arrows Wizard Mother Witch
Arrows Wizard
Zap Arrows
Zap Arrows Mother Witch Fire Spirit Wizard
Arrows Zap Wizard Bandit
Zap Arrows Wizard Bandit
Zap Arrows Bandit
Fire Spirit Zap Arrows Wizard Mother Witch
Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard Bandit
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Fire Spirit Bandit
Fire Spirit Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap Bandit
P.E.K.K.A
Wizard

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