My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Bats 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 Bandit

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.

Missing

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 Goblin Barrel Bandit

Pump responses

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

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 Mini P.E.K.K.A Bandit

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 Goblin Barrel Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard

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 Mini P.E.K.K.A Skeleton Army

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 Skeleton Army

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 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.

Mirror Fire Spirit Bats Goblin Barrel Skeleton Army Bandit Mini P.E.K.K.A Wizard

Shortest cycle

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

6 Mirror Fire Spirit Bats Goblin Barrel

Attack Synergies 1 12

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
Mini P.E.K.K.A Goblin Barrel Bandit
Bats
Mini P.E.K.K.A Goblin Barrel Bandit
Mini P.E.K.K.A
Fire Spirit Bats Wizard Mirror
Wizard
Mini P.E.K.K.A Bandit
Mirror
Goblin Barrel Mini P.E.K.K.A Skeleton Army
Goblin Barrel
Mirror Fire Spirit Bats Skeleton Army Bandit
Skeleton Army
Mirror Goblin Barrel
Bandit
Fire Spirit Bats Wizard Goblin Barrel

Defense Synergies 1 9

Fire Spirit
Mini P.E.K.K.A
Bats
Mini P.E.K.K.A Bandit
Mini P.E.K.K.A
Fire Spirit Bats Wizard Mirror Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army Bandit
Mirror
Skeleton Army Mini P.E.K.K.A
Goblin Barrel
Skeleton Army
Mirror Mini P.E.K.K.A Wizard Bandit
Bandit
Bats Wizard Skeleton Army

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.

Wizard
Mini P.E.K.K.A Skeleton Army Bats Bandit
Mini P.E.K.K.A Skeleton Army Fire Spirit Bats Bandit
Mini P.E.K.K.A Skeleton Army Bats Bandit
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit Bats Bandit
Bats Fire Spirit Wizard
Bandit
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit Mini P.E.K.K.A Bandit
Bats Skeleton Army Wizard Bandit
Bats Wizard
Mini P.E.K.K.A Skeleton Army Fire Spirit Bats Wizard Bandit
Fire Spirit Wizard Skeleton Army Bats Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Bandit
Skeleton Army Mini P.E.K.K.A Bandit
Wizard Bats Mini P.E.K.K.A Skeleton Army
Fire Spirit Bats Wizard Skeleton Army Bandit
Wizard Fire Spirit Bats Bandit
Mini P.E.K.K.A
Wizard Skeleton Army Fire Spirit Bats Mini P.E.K.K.A Bandit

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Bandit
Bandit Mini P.E.K.K.A Wizard
Skeleton Army Bandit Bats Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Bats Bandit
Mini P.E.K.K.A Skeleton Army Bandit
Fire Spirit Wizard Bats
Mini P.E.K.K.A Skeleton Army Bats Bandit
Mini P.E.K.K.A Skeleton Army
Bats Mini P.E.K.K.A Skeleton Army Bandit
Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army
Mini P.E.K.K.A Skeleton Army Wizard Bandit
Wizard Skeleton Army
Skeleton Army Bats Mini P.E.K.K.A
Bats Mini P.E.K.K.A Wizard

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.)

Bandit
Bandit
Bandit
Wizard Fire Spirit
Wizard Fire Spirit Bats
Fire Spirit Wizard
Fire Spirit Wizard
Wizard Bandit
Fire Spirit Bats Mini P.E.K.K.A
Wizard Bandit
Fire Spirit Wizard
Fire Spirit Bandit
Bandit
Wizard Bandit
Wizard Bandit
Bats Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Wizard Bandit
Fire Spirit Wizard
Wizard
Fire Spirit Wizard
Wizard Bandit
Wizard Bandit
Bandit
Fire Spirit Bats Wizard
Bats Wizard
Mini P.E.K.K.A
Wizard Bandit
Wizard
Fire Spirit Bats Skeleton Army Bandit
Fire Spirit Wizard
Mini P.E.K.K.A Wizard
Wizard
Bats
Bats
Bandit

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