My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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 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.

Bomber Bats Royal Giant Wizard Baby Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage

Punishments

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

Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard Baby Dragon

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 Baby Dragon 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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Rage Baby Dragon Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Bomber Bats Rage

Attack Synergies 4 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
Royal Giant P.E.K.K.A Baby Dragon
Bomber
Royal Giant Bats Baby Dragon P.E.K.K.A
Bats
Royal Giant Bomber Rage Baby Dragon P.E.K.K.A
Royal Giant
Fire Spirit Bomber Bats Wizard Baby Dragon
Wizard
Royal Giant Rage P.E.K.K.A
Rage
Bats Wizard
Baby Dragon
Fire Spirit Bomber Bats Royal Giant P.E.K.K.A
P.E.K.K.A
Fire Spirit Bomber Bats Wizard Baby Dragon

Defense Synergies 0 7

Fire Spirit
P.E.K.K.A
Bomber
Bats P.E.K.K.A
Bats
Bomber Baby Dragon P.E.K.K.A
Royal Giant
Wizard
P.E.K.K.A
Rage
Baby Dragon
Bats P.E.K.K.A
P.E.K.K.A
Fire Spirit Bomber Bats Wizard Baby Dragon

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.

Bomber Wizard Baby Dragon
P.E.K.K.A Bomber Bats
P.E.K.K.A Fire Spirit Bomber Bats
P.E.K.K.A Bomber Bats
Bomber P.E.K.K.A
Fire Spirit Bomber Bats Baby Dragon
Bats Fire Spirit Wizard Baby Dragon
Baby Dragon P.E.K.K.A
P.E.K.K.A
Fire Spirit Bomber
Bats Bomber Wizard Baby Dragon
Bats Wizard Baby Dragon
P.E.K.K.A Fire Spirit Bomber Bats Wizard
Fire Spirit Bomber Wizard Bats Baby Dragon P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Bomber Bats P.E.K.K.A
Fire Spirit Bomber Bats Wizard Baby Dragon
Wizard Baby Dragon Fire Spirit Bomber Bats
P.E.K.K.A
Bomber Wizard Fire Spirit Bats Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Bomber Wizard Baby Dragon
P.E.K.K.A Bats
P.E.K.K.A Bats
P.E.K.K.A
Fire Spirit Wizard Bats Baby Dragon
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats Baby Dragon
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Wizard
Wizard Bomber Baby Dragon
Bomber Bats Baby Dragon P.E.K.K.A
Bats Bomber Wizard Baby Dragon P.E.K.K.A

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
Baby Dragon
Baby Dragon
Bomber Wizard Fire Spirit Baby Dragon
Wizard Fire Spirit Bats Baby Dragon
Fire Spirit Bomber Wizard Baby Dragon
Fire Spirit Wizard Baby Dragon
Wizard
Fire Spirit Bats
Wizard
Fire Spirit Wizard Baby Dragon
Fire Spirit Baby Dragon
Baby Dragon
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Baby Dragon
Bomber Bats
Fire Spirit Bomber Wizard Baby Dragon
Fire Spirit Bomber Wizard Baby Dragon
Baby Dragon
Wizard
Baby Dragon
Fire Spirit Bomber Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Fire Spirit Bats Wizard Baby Dragon
Bats Wizard
Bomber Wizard
P.E.K.K.A
Wizard
Fire Spirit Bats
Fire Spirit Wizard Baby Dragon
Wizard Baby Dragon
Bomber Wizard Baby Dragon
P.E.K.K.A
Bats Baby Dragon
Bats
Baby Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: