My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Flying Machine Zappies

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.

Ice Spirit Flying Machine Zappies P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Earthquake The Log

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Ice Spirit Flying Machine 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.

Goblin Barrel

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
Goblin Barrel
Giant Snowball
Fire Spirit Flying Machine Zappies Goblin Barrel
Zap
Fire Spirit Flying Machine Zappies Goblin Barrel
Barbarian Barrel
Fire Spirit Ice Spirit Zappies Goblin Barrel
The Log
Fire Spirit Ice Spirit Zappies Goblin Barrel
Earthquake
Zappies Goblin Barrel
Arrows
Fire Spirit Ice Spirit Flying Machine Zappies Goblin Barrel
Royal Delivery
Fire Spirit Ice Spirit Flying Machine Zappies Goblin Barrel P.E.K.K.A
Fireball
Flying Machine Zappies Goblin Barrel
Poison
Flying Machine Zappies
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Earthquake The Log

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 Ice Spirit P.E.K.K.A

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.

Goblin Barrel

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 Ice Spirit Goblin Barrel

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 Ice Spirit The Log Earthquake Goblin Barrel Flying Machine Zappies P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Ice Spirit The Log Earthquake

Attack Synergies 3 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
P.E.K.K.A Goblin Barrel
Ice Spirit
Goblin Barrel P.E.K.K.A
Earthquake
P.E.K.K.A The Log
Flying Machine
Zappies P.E.K.K.A
Zappies
Flying Machine Goblin Barrel P.E.K.K.A
Goblin Barrel
Ice Spirit Fire Spirit Zappies P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Earthquake Flying Machine Zappies Goblin Barrel The Log
The Log
Earthquake P.E.K.K.A

Defense Synergies 1 15

Fire Spirit
Ice Spirit P.E.K.K.A The Log
Ice Spirit
Fire Spirit Earthquake Flying Machine Zappies P.E.K.K.A The Log
Earthquake
Ice Spirit Zappies The Log
Flying Machine
Ice Spirit Zappies P.E.K.K.A The Log
Zappies
Ice Spirit Earthquake Flying Machine P.E.K.K.A The Log
Goblin Barrel
P.E.K.K.A
The Log Fire Spirit Ice Spirit Flying Machine Zappies
The Log
P.E.K.K.A Fire Spirit Ice Spirit Earthquake Flying Machine Zappies

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.

Earthquake Flying Machine Zappies The Log
P.E.K.K.A Ice Spirit Flying Machine Zappies The Log
P.E.K.K.A Fire Spirit Zappies
P.E.K.K.A Zappies
Earthquake P.E.K.K.A The Log
The Log Fire Spirit Earthquake Flying Machine Zappies
Fire Spirit Ice Spirit Flying Machine Zappies
Earthquake Flying Machine P.E.K.K.A The Log
Zappies P.E.K.K.A
Fire Spirit Ice Spirit Zappies
Earthquake Flying Machine Zappies The Log
Flying Machine Zappies
P.E.K.K.A Fire Spirit Ice Spirit Earthquake Flying Machine Zappies The Log
Fire Spirit Ice Spirit Earthquake Zappies P.E.K.K.A The Log
P.E.K.K.A Zappies
Ice Spirit Zappies P.E.K.K.A The Log
Zappies P.E.K.K.A
Fire Spirit Ice Spirit Flying Machine Zappies The Log
Earthquake The Log Fire Spirit Ice Spirit Flying Machine Zappies
P.E.K.K.A Zappies
Fire Spirit Earthquake Flying Machine Zappies 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.

Zappies P.E.K.K.A
Flying Machine The Log
Zappies P.E.K.K.A Ice Spirit The Log
P.E.K.K.A Zappies The Log
P.E.K.K.A Zappies
Fire Spirit Ice Spirit Flying Machine Zappies
P.E.K.K.A Flying Machine Zappies
P.E.K.K.A Zappies
P.E.K.K.A Ice Spirit Flying Machine Zappies The Log
P.E.K.K.A Zappies
P.E.K.K.A Flying Machine Zappies
P.E.K.K.A The Log
P.E.K.K.A Zappies
Flying Machine Zappies
Zappies Ice Spirit Flying Machine P.E.K.K.A The Log
Earthquake Flying Machine Zappies P.E.K.K.A The Log

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.)

Earthquake Flying Machine The Log
Flying Machine The Log
Earthquake Flying Machine The Log
Earthquake Flying Machine The Log
Fire Spirit Earthquake The Log
Fire Spirit Ice Spirit Flying Machine
Fire Spirit Earthquake Flying Machine The Log
Earthquake The Log Fire Spirit Ice Spirit Flying Machine
The Log Flying Machine
Fire Spirit
Earthquake Flying Machine The Log
Fire Spirit Flying Machine
Earthquake Flying Machine Fire Spirit The Log
Earthquake Flying Machine
Earthquake Flying Machine The Log
Earthquake Flying Machine The Log
Earthquake Flying Machine The Log
Earthquake
Fire Spirit Earthquake Flying Machine The Log
Fire Spirit Earthquake Flying Machine The Log
Earthquake The Log
The Log
Earthquake Flying Machine The Log
Earthquake The Log Fire Spirit Ice Spirit
The Log Earthquake Flying Machine
Flying Machine The Log
The Log
Fire Spirit Flying Machine
Ice Spirit Flying Machine Zappies
Earthquake The Log
Ice Spirit Zappies
P.E.K.K.A
Earthquake The Log
Earthquake Fire Spirit Ice Spirit Flying Machine Zappies
Fire Spirit Flying Machine Zappies
The Log
Flying Machine
The Log Earthquake Flying Machine
Flying Machine P.E.K.K.A
Ice Spirit Flying Machine Zappies The Log
Flying Machine Zappies
Flying Machine The Log

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