My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Mega Minion Magic Archer

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.

Mega Minion Battle Ram Giant Magic Archer

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

The Log

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 Battle Ram Giant

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 Battle Ram Giant Magic Archer

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 Magic Archer

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
Battle Ram Giant Clone
Giant Snowball
Fire Spirit Mega Minion Battle Ram Clone
Zap
Fire Spirit Battle Ram Clone
Barbarian Barrel
Fire Spirit Battle Ram Clone Magic Archer
The Log
Fire Spirit Mini P.E.K.K.A Battle Ram Clone
Earthquake
Clone
Arrows
Fire Spirit Clone
Royal Delivery
Fire Spirit Mega Minion Mini P.E.K.K.A Battle Ram Clone Magic Archer
Fireball
Mega Minion Battle Ram Clone Magic Archer
Poison
Mega Minion Clone Magic Archer
Lightning
Mega Minion Mini P.E.K.K.A Battle Ram Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Magic Archer

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 Mega Minion Mini P.E.K.K.A Battle Ram Clone

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

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 The Log Mega Minion Clone Mini P.E.K.K.A Battle Ram Magic Archer Giant

Shortest cycle

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

9 Fire Spirit The Log Mega Minion Clone

Attack Synergies 4 10

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
Mega Minion Mini P.E.K.K.A Battle Ram Giant
Mega Minion
Giant Fire Spirit
Mini P.E.K.K.A
Giant Fire Spirit The Log Magic Archer
Battle Ram
The Log Magic Archer Fire Spirit
Giant
Mega Minion Mini P.E.K.K.A Fire Spirit The Log Magic Archer
Clone
Magic Archer
The Log
Battle Ram Mini P.E.K.K.A Giant Magic Archer
Magic Archer
Battle Ram Mini P.E.K.K.A Giant Clone The Log

Defense Synergies 1 5

Fire Spirit
Mini P.E.K.K.A The Log
Mega Minion
The Log
Mini P.E.K.K.A
The Log Fire Spirit Magic Archer
Battle Ram
Giant
Clone
The Log
Mini P.E.K.K.A Fire Spirit Mega Minion Magic Archer
Magic Archer
Mini P.E.K.K.A The Log

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.

Mega Minion The Log Magic Archer
Mini P.E.K.K.A Mega Minion The Log
Mini P.E.K.K.A Fire Spirit Mega Minion
Mini P.E.K.K.A Mega Minion
Mini P.E.K.K.A The Log
The Log Fire Spirit Mega Minion Magic Archer
Mega Minion Fire Spirit Magic Archer
The Log Magic Archer
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A
Mega Minion The Log Magic Archer
Mega Minion Magic Archer
Mini P.E.K.K.A Fire Spirit The Log
Fire Spirit Mega Minion Mini P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A
Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Fire Spirit Mega Minion The Log Magic Archer
The Log Fire Spirit Mega Minion Magic Archer
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A The Log
Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Fire Spirit Magic Archer
Mini P.E.K.K.A Mega Minion
Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A The Log Magic Archer
Mega Minion
Mega Minion Mini P.E.K.K.A
The Log
Mini P.E.K.K.A
Magic Archer
Mega Minion Mini P.E.K.K.A The Log Magic Archer
Mega Minion Mini P.E.K.K.A The Log Magic Archer

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.)

Magic Archer The Log
The Log Magic Archer
The Log Magic Archer
The Log
Fire Spirit The Log Magic Archer
Fire Spirit Mega Minion Magic Archer
Fire Spirit The Log Magic Archer
The Log Fire Spirit Magic Archer
The Log
Fire Spirit Mini P.E.K.K.A
The Log Magic Archer
Fire Spirit Magic Archer
Fire Spirit The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Mini P.E.K.K.A
Fire Spirit Mega Minion Mini P.E.K.K.A The Log Magic Archer
Fire Spirit The Log Magic Archer
The Log Magic Archer
The Log
The Log
The Log Fire Spirit Magic Archer
Mega Minion
The Log Magic Archer
The Log Magic Archer
The Log Magic Archer
Fire Spirit Magic Archer
Mega Minion
Mega Minion Mini P.E.K.K.A
The Log Magic Archer
Magic Archer
The Log Magic Archer
Fire Spirit Magic Archer
Fire Spirit Mega Minion Magic Archer
The Log
Mega Minion Mini P.E.K.K.A Magic Archer
The Log Magic Archer
Mega Minion
The Log Magic Archer
Magic Archer
The Log Magic Archer

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