My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Spear Goblins 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.

Spear Goblins Bats Wizard P.E.K.K.A

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.

Zap Rage The Log

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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 Spear Goblins Bats Rage P.E.K.K.A

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 Spear Goblins Bats Zap Rage The Log Wizard P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Spear Goblins Bats Zap

Attack Synergies 2 9

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
P.E.K.K.A Zap
Spear Goblins
Zap
Bats
Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Fire Spirit Spear Goblins Bats The Log
Wizard
Rage P.E.K.K.A
Rage
Bats Wizard
P.E.K.K.A
Fire Spirit Zap Bats Wizard The Log
The Log
Zap P.E.K.K.A

Defense Synergies 1 15

Fire Spirit
Spear Goblins Zap P.E.K.K.A The Log
Spear Goblins
Fire Spirit Bats Zap P.E.K.K.A The Log
Bats
Spear Goblins Zap P.E.K.K.A The Log
Zap
Fire Spirit Spear Goblins Bats P.E.K.K.A The Log
Wizard
P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Fire Spirit Spear Goblins Bats Zap Wizard
The Log
P.E.K.K.A Fire Spirit Spear Goblins Bats Zap Wizard

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.

Spear Goblins Zap Wizard The Log
P.E.K.K.A Bats Zap The Log
P.E.K.K.A Fire Spirit Bats
P.E.K.K.A Bats
P.E.K.K.A The Log
The Log Fire Spirit Spear Goblins Bats Zap
Bats Fire Spirit Spear Goblins Zap Wizard
Zap P.E.K.K.A The Log
P.E.K.K.A
Fire Spirit Spear Goblins
Bats Spear Goblins Zap Wizard The Log
Spear Goblins Bats Zap Wizard
P.E.K.K.A Fire Spirit Bats Zap Wizard The Log
Fire Spirit Wizard Bats Zap P.E.K.K.A The Log
P.E.K.K.A
Zap P.E.K.K.A The Log
Wizard Bats P.E.K.K.A
Fire Spirit Spear Goblins Bats Zap Wizard The Log
Zap Wizard The Log Fire Spirit Spear Goblins Bats
P.E.K.K.A
Wizard Fire Spirit Spear Goblins Bats P.E.K.K.A The Log

Counters to secondary win conditions

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

Spear Goblins Zap P.E.K.K.A
Zap Wizard The Log
P.E.K.K.A Spear Goblins Bats Zap The Log
P.E.K.K.A Bats Zap The Log
P.E.K.K.A
Fire Spirit Wizard Bats Zap
P.E.K.K.A Spear Goblins Bats
P.E.K.K.A
Zap P.E.K.K.A Spear Goblins Bats The Log
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap The Log
P.E.K.K.A Wizard
Wizard
Spear Goblins Bats Zap P.E.K.K.A The Log
Bats Zap Wizard P.E.K.K.A 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.)

The Log
Zap The Log
The Log
The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Spear Goblins Bats Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Bats
Zap Wizard The Log
Fire Spirit Zap Wizard
Fire Spirit The Log
Zap The Log
Spear Goblins Zap Wizard The Log
Wizard The Log
Bats
Fire Spirit Zap Wizard The Log
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Zap Wizard The Log
Zap
P.E.K.K.A
Wizard The Log
Zap Fire Spirit Spear Goblins Bats
Fire Spirit Zap Wizard
The Log
Wizard
The Log Zap Wizard
Zap
P.E.K.K.A
Zap Bats The Log
Bats Zap
Zap The Log

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