My Best Clash Royale Deck

Deck Check Rating

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

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 Bats Firecracker

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 Firecracker Royal Giant

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.

Zap The Log

Punishments

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

Royal Giant Mini P.E.K.K.A

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.

Electro Spirit Fire Spirit Royal Giant Mini P.E.K.K.A

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.

Electro Spirit Firecracker Mini 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
Bats Royal Giant
Giant Snowball
Fire Spirit Bats
Zap
Fire Spirit Bats Firecracker Royal Giant
Barbarian Barrel
Electro Spirit Fire Spirit Firecracker
The Log
Electro Spirit Fire Spirit Firecracker Royal Giant Mini P.E.K.K.A
Earthquake
Firecracker
Arrows
Electro Spirit Fire Spirit Bats Firecracker
Royal Delivery
Electro Spirit Fire Spirit Bats Firecracker Mini P.E.K.K.A
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Firecracker 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.

Electro Spirit Fire Spirit Bats Mini 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Bats Zap The Log Firecracker Mini P.E.K.K.A Royal Giant

Shortest cycle

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

6 Electro Spirit Fire Spirit Bats Zap

Attack Synergies 4 13

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.

Electro Spirit
Zap Royal Giant
Fire Spirit
Royal Giant Zap Mini P.E.K.K.A
Bats
Royal Giant Zap Firecracker Mini P.E.K.K.A
Zap
Firecracker Electro Spirit Fire Spirit Bats Royal Giant Mini P.E.K.K.A The Log
Firecracker
Zap Royal Giant Bats Mini P.E.K.K.A
Royal Giant
Fire Spirit Bats Firecracker Electro Spirit Zap The Log
Mini P.E.K.K.A
Fire Spirit Bats Zap Firecracker The Log
The Log
Zap Royal Giant Mini P.E.K.K.A

Defense Synergies 3 13

Electro Spirit
Zap The Log
Fire Spirit
Zap Firecracker Mini P.E.K.K.A The Log
Bats
Zap Firecracker Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Electro Spirit Fire Spirit Bats Firecracker The Log
Firecracker
The Log Fire Spirit Bats Zap Mini P.E.K.K.A
Royal Giant
Mini P.E.K.K.A
Zap The Log Fire Spirit Bats Firecracker
The Log
Firecracker Mini P.E.K.K.A Electro Spirit Fire Spirit Bats Zap

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 Firecracker The Log
Mini P.E.K.K.A Bats Zap Firecracker The Log
Mini P.E.K.K.A Fire Spirit Bats
Mini P.E.K.K.A Bats Firecracker
Firecracker Mini P.E.K.K.A The Log
The Log Electro Spirit Fire Spirit Bats Zap Firecracker
Bats Electro Spirit Fire Spirit Zap Firecracker
Electro Spirit Zap The Log
Mini P.E.K.K.A
Fire Spirit Firecracker Mini P.E.K.K.A
Bats Electro Spirit Zap Firecracker The Log
Bats Zap Firecracker
Mini P.E.K.K.A Fire Spirit Bats Zap The Log
Fire Spirit Electro Spirit Bats Zap Firecracker Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log
Bats Firecracker Mini P.E.K.K.A
Fire Spirit Electro Spirit Bats Zap Firecracker The Log
Zap The Log Electro Spirit Fire Spirit Bats Firecracker
Mini P.E.K.K.A
Electro Spirit Fire Spirit Bats Firecracker Mini 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.

Mini P.E.K.K.A Zap
Zap Firecracker Mini P.E.K.K.A The Log
Bats Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Bats Zap The Log
Mini P.E.K.K.A
Fire Spirit Firecracker Electro Spirit Bats Zap
Mini P.E.K.K.A Bats
Mini P.E.K.K.A
Zap Electro Spirit Bats Firecracker Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A
Zap The Log
Mini P.E.K.K.A
Firecracker
Electro Spirit Bats Zap Firecracker Mini P.E.K.K.A The Log
Bats Electro Spirit Zap Firecracker Mini 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.)

Firecracker The Log
Firecracker Zap The Log
The Log
Firecracker The Log
Fire Spirit Zap Firecracker The Log
Firecracker Electro Spirit Fire Spirit Bats Zap
Fire Spirit Firecracker The Log
The Log Fire Spirit Zap Firecracker
The Log Zap Firecracker
Fire Spirit Bats Mini P.E.K.K.A
Firecracker Zap The Log
Fire Spirit Zap Firecracker
Fire Spirit Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Bats Mini P.E.K.K.A
Fire Spirit Zap Firecracker Mini P.E.K.K.A The Log
Fire Spirit Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log Electro Spirit Fire Spirit
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Fire Spirit Bats Zap Firecracker
Zap Electro Spirit Bats Firecracker
Mini P.E.K.K.A
Zap The Log
Zap Electro Spirit Firecracker
Firecracker The Log
Zap Electro Spirit Fire Spirit Bats
Fire Spirit Zap Firecracker
The Log
Firecracker Mini P.E.K.K.A
The Log Zap Firecracker
Zap
Firecracker
Zap Electro Spirit Bats Firecracker The Log
Firecracker Bats Zap
Zap Firecracker The Log

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