My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Wizard Baby Dragon

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 Baby Dragon Balloon Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap 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 Balloon Mega Knight

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 Baby Dragon Balloon Mega Knight

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 Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Baby Dragon The Log Mega Knight

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 Mini P.E.K.K.A Baby Dragon Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Fire Spirit Zap The Log Mini P.E.K.K.A Baby Dragon Wizard Balloon Mega Knight

Shortest cycle

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

9 Fire Spirit Zap The Log Mini P.E.K.K.A

Attack Synergies 1 19

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
Zap Mini P.E.K.K.A Baby Dragon Balloon
Zap
Balloon Fire Spirit Mini P.E.K.K.A Baby Dragon The Log Mega Knight
Mini P.E.K.K.A
Fire Spirit Zap Wizard Baby Dragon The Log Mega Knight
Wizard
Mini P.E.K.K.A Balloon Mega Knight
Baby Dragon
Fire Spirit Zap Mini P.E.K.K.A Balloon Mega Knight
Balloon
Zap Fire Spirit Wizard Baby Dragon The Log Mega Knight
The Log
Zap Mini P.E.K.K.A Balloon Mega Knight
Mega Knight
Zap Mini P.E.K.K.A Wizard Baby Dragon Balloon The Log

Defense Synergies 3 12

Fire Spirit
Zap Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Mega Knight Fire Spirit Baby Dragon The Log
Mini P.E.K.K.A
Zap The Log Fire Spirit Wizard Baby Dragon
Wizard
Mini P.E.K.K.A The Log Mega Knight
Baby Dragon
Zap Mini P.E.K.K.A The Log Mega Knight
Balloon
The Log
Mini P.E.K.K.A Fire Spirit Zap Wizard Baby Dragon Mega Knight
Mega Knight
Zap Wizard Baby Dragon 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.

Zap Wizard Baby Dragon The Log
Mini P.E.K.K.A Zap The Log Mega Knight
Mini P.E.K.K.A Mega Knight Fire Spirit
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Fire Spirit Zap Baby Dragon Mega Knight
Fire Spirit Zap Wizard Baby Dragon
Zap Baby Dragon The Log Mega Knight
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Mega Knight
Zap Wizard Baby Dragon The Log Mega Knight
Zap Wizard Baby Dragon
Mini P.E.K.K.A Mega Knight Fire Spirit Zap Wizard The Log
Fire Spirit Wizard Mega Knight Zap Mini P.E.K.K.A Baby Dragon The Log
Mini P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A The Log Mega Knight
Wizard Mega Knight Mini P.E.K.K.A
Fire Spirit Mega Knight Zap Wizard Baby Dragon The Log
Zap Wizard Baby Dragon The Log Fire Spirit Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Fire Spirit Mini P.E.K.K.A Baby Dragon 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 Knight Zap
Zap Mini P.E.K.K.A Wizard Baby Dragon The Log Mega Knight
Mega Knight Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Mega Knight Zap The Log
Mini P.E.K.K.A Mega Knight
Fire Spirit Wizard Zap Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Zap Mega Knight Mini P.E.K.K.A Baby Dragon The Log
Mega Knight Mini P.E.K.K.A
Mega Knight Zap The Log
Mini P.E.K.K.A Mega Knight Wizard
Wizard Baby Dragon Mega Knight
Zap Mini P.E.K.K.A Baby Dragon The Log
Mega Knight Zap Mini P.E.K.K.A Wizard 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.)

Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
The Log
Wizard Fire Spirit Zap Baby Dragon The Log Mega Knight
Wizard Fire Spirit Zap Baby Dragon
Fire Spirit Wizard Baby Dragon The Log
The Log Fire Spirit Zap Wizard Baby Dragon
The Log Zap Wizard
Fire Spirit Mini P.E.K.K.A
Zap Wizard The Log
Fire Spirit Zap Wizard Baby Dragon
Fire Spirit Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Wizard Baby Dragon The Log
Wizard Baby Dragon The Log Mega Knight
Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A Wizard Baby Dragon The Log Mega Knight
Fire Spirit Zap Wizard Baby Dragon The Log Mega Knight
Baby Dragon The Log Mega Knight
Wizard
The Log
Zap Baby Dragon The Log
Zap The Log Fire Spirit Wizard Baby Dragon Mega Knight
The Log Zap Wizard Baby Dragon
Zap Wizard Baby Dragon The Log Mega Knight
Zap Baby Dragon The Log
Fire Spirit Zap Wizard Baby Dragon
Zap Wizard
Mini P.E.K.K.A
Zap Wizard The Log Mega Knight
Zap
Mega Knight
Wizard The Log
Zap Fire Spirit
Fire Spirit Zap Wizard Baby Dragon
The Log
Mini P.E.K.K.A Wizard Baby Dragon Mega Knight
The Log Zap Wizard Baby Dragon
Zap
Mega Knight
Zap Baby Dragon The Log
Zap
Zap Baby Dragon The Log Mega Knight

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