My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Archers Baby Dragon

Defensive buildings

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

Cannon

Investments

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

Archers Knight Baby Dragon

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.

Poison 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

Pump responses

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

Poison

Dropped at the bridge

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

Fire Spirit Knight Mini P.E.K.K.A Baby Dragon

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

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
Archers
Giant Snowball
Fire Spirit Archers Cannon Baby Dragon
Zap
Fire Spirit Archers Cannon
Barbarian Barrel
Fire Spirit Archers Knight Cannon
The Log
Fire Spirit Archers Cannon Mini P.E.K.K.A
Earthquake
Archers Cannon
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Knight Mini P.E.K.K.A Baby Dragon
Fireball
Archers Cannon Baby Dragon
Poison
Archers Cannon
Lightning
Knight Cannon Mini P.E.K.K.A Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Baby Dragon Poison 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 Knight Mini P.E.K.K.A Baby Dragon Poison

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.

Good

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 Archers Knight Cannon Mini P.E.K.K.A Baby Dragon Poison

Shortest cycle

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

9 Fire Spirit The Log Archers Knight

Attack Synergies 2 11

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
Knight Mini P.E.K.K.A Baby Dragon
Archers
Knight Mini P.E.K.K.A Baby Dragon
Knight
Archers Baby Dragon Fire Spirit Poison The Log
Cannon
Mini P.E.K.K.A
Fire Spirit Archers Baby Dragon The Log
Baby Dragon
Knight Fire Spirit Archers Mini P.E.K.K.A Poison
Poison
Knight Baby Dragon The Log
The Log
Knight Mini P.E.K.K.A Poison

Defense Synergies 5 16

Fire Spirit
Knight Mini P.E.K.K.A The Log
Archers
Knight Cannon Mini P.E.K.K.A Baby Dragon The Log
Knight
Fire Spirit Archers Cannon Mini P.E.K.K.A Baby Dragon Poison The Log
Cannon
Knight The Log Archers Mini P.E.K.K.A Baby Dragon Poison
Mini P.E.K.K.A
The Log Fire Spirit Archers Knight Cannon Baby Dragon
Baby Dragon
Archers Knight Cannon Mini P.E.K.K.A The Log
Poison
Knight Cannon The Log
The Log
Cannon Mini P.E.K.K.A Fire Spirit Archers Knight Baby Dragon Poison

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.

Knight Cannon Baby Dragon The Log
Mini P.E.K.K.A Knight Cannon The Log
Cannon Mini P.E.K.K.A Fire Spirit Archers Knight
Cannon Mini P.E.K.K.A Knight
Mini P.E.K.K.A Poison The Log
The Log Fire Spirit Archers Cannon Baby Dragon
Fire Spirit Archers Cannon Baby Dragon Poison
Cannon Baby Dragon Poison The Log
Cannon Mini P.E.K.K.A
Knight Fire Spirit Archers Cannon Mini P.E.K.K.A
Archers Poison Knight Cannon Baby Dragon The Log
Archers Baby Dragon Poison
Cannon Mini P.E.K.K.A Fire Spirit Knight The Log
Fire Spirit Cannon Mini P.E.K.K.A Baby Dragon Poison The Log
Mini P.E.K.K.A Knight Cannon
Cannon Mini P.E.K.K.A The Log
Knight Cannon Mini P.E.K.K.A Poison
Fire Spirit Cannon Archers Knight Baby Dragon The Log
Baby Dragon Poison The Log Fire Spirit Archers Knight Cannon
Mini P.E.K.K.A Cannon
Fire Spirit Archers Knight Cannon Mini P.E.K.K.A Baby Dragon Poison The Log

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Archers
Poison Archers Knight Mini P.E.K.K.A Baby Dragon The Log
Knight Mini P.E.K.K.A The Log
Mini P.E.K.K.A Knight The Log
Knight Cannon Mini P.E.K.K.A
Fire Spirit Poison Archers Baby Dragon
Mini P.E.K.K.A Archers Knight
Mini P.E.K.K.A Knight
Knight Mini P.E.K.K.A Baby Dragon Poison The Log
Cannon
Knight Mini P.E.K.K.A
Poison The Log
Mini P.E.K.K.A Knight Cannon
Archers Cannon Baby Dragon
Archers Knight Mini P.E.K.K.A Baby Dragon Poison The Log
Poison Archers Cannon Mini P.E.K.K.A Baby Dragon 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.)

Poison Knight Baby Dragon The Log
Poison Baby Dragon The Log
Baby Dragon Poison The Log
Knight Poison The Log
Poison Fire Spirit Baby Dragon The Log
Poison Fire Spirit Baby Dragon
Fire Spirit Archers Baby Dragon Poison The Log
Poison The Log Fire Spirit Baby Dragon
Poison The Log
Fire Spirit Mini P.E.K.K.A Poison
Poison Knight The Log
Poison Fire Spirit Archers Baby Dragon
Poison Fire Spirit Knight Baby Dragon The Log
Baby Dragon Poison
Baby Dragon Poison The Log
Baby Dragon Poison The Log
Baby Dragon Poison The Log
Poison
Mini P.E.K.K.A
Fire Spirit Archers Mini P.E.K.K.A Baby Dragon Poison The Log
Fire Spirit Baby Dragon Poison The Log
Baby Dragon Poison The Log
Poison
The Log
Baby Dragon Poison The Log
Poison The Log Fire Spirit Baby Dragon
Poison The Log Baby Dragon
Baby Dragon Poison The Log
Poison Baby Dragon The Log
Poison Fire Spirit Archers Baby Dragon
Poison
Mini P.E.K.K.A
Poison The Log
Poison
Poison The Log
Fire Spirit Archers
Poison Fire Spirit Archers Baby Dragon
The Log
Poison Knight Mini P.E.K.K.A Baby Dragon
The Log Baby Dragon Poison
Poison
Baby Dragon Poison The Log
Poison
Poison Baby Dragon The Log

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