My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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 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 Magic Archer

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 Magic Archer

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider P.E.K.K.A Magic Archer

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.

Elite Barbarians Hog Rider Magic Archer

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 Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Fire Spirit Bats Hog Rider Skeleton Army
Zap
Fire Spirit Bats Skeleton Army
Barbarian Barrel
Fire Spirit Elite Barbarians Wizard Skeleton Army Magic Archer
The Log
Fire Spirit Elite Barbarians Hog Rider Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Elite Barbarians Hog Rider Wizard Skeleton Army P.E.K.K.A Magic Archer
Fireball
Elite Barbarians Hog Rider Wizard Skeleton Army Magic Archer
Poison
Bats Wizard Skeleton Army Magic Archer
Lightning
Elite Barbarians Wizard Magic Archer
Rocket
Elite Barbarians Hog Rider Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Magic Archer

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 Skeleton Army 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.

Elite Barbarians 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

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 Skeleton Army Hog Rider Magic Archer Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Bats Skeleton Army Hog Rider

Attack Synergies 4 8

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
Hog Rider P.E.K.K.A Elite Barbarians
Bats
Hog Rider Elite Barbarians P.E.K.K.A
Elite Barbarians
Fire Spirit Bats Hog Rider Wizard
Hog Rider
Fire Spirit Bats Elite Barbarians Wizard Magic Archer
Wizard
Elite Barbarians Hog Rider P.E.K.K.A
Skeleton Army
P.E.K.K.A
Fire Spirit Magic Archer Bats Wizard
Magic Archer
P.E.K.K.A Hog Rider

Defense Synergies 0 6

Fire Spirit
P.E.K.K.A
Bats
P.E.K.K.A
Elite Barbarians
Wizard
Hog Rider
Wizard
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army
Wizard Magic Archer
P.E.K.K.A
Fire Spirit Bats Wizard
Magic Archer
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 Magic Archer
Elite Barbarians Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Fire Spirit Bats Elite Barbarians
Elite Barbarians Skeleton Army P.E.K.K.A Bats
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Fire Spirit Bats Magic Archer
Bats Fire Spirit Wizard Magic Archer
P.E.K.K.A Magic Archer
P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Fire Spirit
Bats Skeleton Army Wizard Magic Archer
Bats Wizard Magic Archer
Skeleton Army P.E.K.K.A Fire Spirit Bats Elite Barbarians Wizard
Fire Spirit Wizard Skeleton Army Bats P.E.K.K.A Magic Archer
Elite Barbarians Skeleton Army P.E.K.K.A
Skeleton Army Elite Barbarians P.E.K.K.A
Wizard Bats Elite Barbarians Skeleton Army P.E.K.K.A
Fire Spirit Bats Elite Barbarians Wizard Skeleton Army Magic Archer
Wizard Fire Spirit Bats Magic Archer
P.E.K.K.A Elite Barbarians
Wizard Skeleton Army Fire Spirit Bats Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians P.E.K.K.A
Elite Barbarians Wizard Magic Archer
Skeleton Army P.E.K.K.A Bats Elite Barbarians
Skeleton Army P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army
Fire Spirit Wizard Bats Magic Archer
Skeleton Army P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Elite Barbarians Skeleton Army
P.E.K.K.A Bats Elite Barbarians Skeleton Army Magic Archer
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Elite Barbarians
Skeleton Army P.E.K.K.A Elite Barbarians
Elite Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army Magic Archer
Elite Barbarians Skeleton Army Bats P.E.K.K.A Magic Archer
Bats Elite Barbarians Wizard P.E.K.K.A Magic Archer

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.)

Magic Archer
Magic Archer
Magic Archer
Wizard Fire Spirit Magic Archer
Wizard Fire Spirit Bats Magic Archer
Fire Spirit Wizard Magic Archer
Fire Spirit Wizard Magic Archer
Wizard
Fire Spirit Bats Elite Barbarians
Wizard Magic Archer
Fire Spirit Wizard Magic Archer
Fire Spirit Elite Barbarians Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Wizard Magic Archer
Magic Archer Wizard
Bats
Fire Spirit Wizard Magic Archer
Fire Spirit Wizard Magic Archer
Magic Archer
Wizard
Fire Spirit Wizard Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Magic Archer
Elite Barbarians Fire Spirit Bats Wizard Magic Archer
Bats Wizard
Elite Barbarians
Wizard Magic Archer
Magic Archer
P.E.K.K.A
Wizard Magic Archer
Fire Spirit Bats Skeleton Army Magic Archer
Fire Spirit Wizard Magic Archer
Wizard Magic Archer
Wizard Magic Archer
Elite Barbarians P.E.K.K.A
Bats Elite Barbarians Magic Archer
Bats Magic Archer
Magic Archer

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