My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Goblin Gang Wizard

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.

Bats Wizard P.E.K.K.A

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 Rage The Log

Punishments

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

Goblin Gang

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 Goblin Gang P.E.K.K.A

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 Goblin Gang
Giant Snowball
Fire Spirit Bats Goblin Gang
Zap
Fire Spirit Bats Goblin Gang
Barbarian Barrel
Fire Spirit Goblin Gang Wizard
The Log
Fire Spirit Goblin Gang
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Goblin Gang Wizard P.E.K.K.A
Fireball
Goblin Gang Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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 Bats Rage P.E.K.K.A

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 Goblin Gang 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 Bats Zap Rage The Log Goblin Gang Wizard P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Bats Zap Rage

Attack Synergies 2 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 Zap
Bats
Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Fire Spirit Bats The Log
Goblin Gang
P.E.K.K.A
Wizard
Rage P.E.K.K.A
Rage
Bats Wizard
P.E.K.K.A
Fire Spirit Zap Bats Goblin Gang Wizard The Log
The Log
Zap P.E.K.K.A

Defense Synergies 1 13

Fire Spirit
Zap P.E.K.K.A The Log
Bats
Zap P.E.K.K.A The Log
Zap
Fire Spirit Bats Goblin Gang P.E.K.K.A The Log
Goblin Gang
Zap P.E.K.K.A The Log
Wizard
P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Fire Spirit Bats Zap Goblin Gang Wizard
The Log
P.E.K.K.A Fire Spirit Bats Zap Goblin Gang 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 Wizard The Log
P.E.K.K.A Bats Zap Goblin Gang The Log
Goblin Gang P.E.K.K.A Fire Spirit Bats
P.E.K.K.A Bats Goblin Gang
P.E.K.K.A The Log
Goblin Gang The Log Fire Spirit Bats Zap
Bats Fire Spirit Zap Goblin Gang Wizard
Zap P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Goblin Gang Fire Spirit
Bats Goblin Gang Zap Wizard The Log
Bats Zap Goblin Gang Wizard
P.E.K.K.A Fire Spirit Bats Zap Goblin Gang Wizard The Log
Fire Spirit Wizard Bats Zap Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A The Log
Wizard Bats Goblin Gang P.E.K.K.A
Fire Spirit Bats Zap Goblin Gang Wizard The Log
Zap Wizard The Log Fire Spirit Bats
P.E.K.K.A
Goblin Gang Wizard Fire Spirit Bats 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.

Goblin Gang Zap P.E.K.K.A
Zap Goblin Gang Wizard The Log
Goblin Gang P.E.K.K.A Bats Zap The Log
Goblin Gang P.E.K.K.A Bats Zap The Log
P.E.K.K.A Goblin Gang
Fire Spirit Wizard Bats Zap Goblin Gang
Goblin Gang P.E.K.K.A Bats
P.E.K.K.A
Zap P.E.K.K.A Bats The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Zap The Log
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Bats Zap P.E.K.K.A The Log
Bats Zap Wizard 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.)

The Log
Zap The Log
The Log
The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Bats Goblin Gang
Zap Wizard The Log
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Bats
Fire Spirit Zap Wizard The Log
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Fire Spirit Bats Goblin Gang
Fire Spirit Zap Wizard
The Log
Goblin Gang Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Bats Goblin Gang The Log
Bats Zap
Zap The Log

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