My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 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.

Elixir Golem Baby Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball Rage

Punishments

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

Elixir Golem Mini P.E.K.K.A

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Elixir Golem Mini P.E.K.K.A Baby Dragon

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

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
Elixir Golem Skeleton Army
Giant Snowball
Fire Spirit Skeleton Army Baby Dragon
Zap
Fire Spirit Skeleton Army
Barbarian Barrel
Fire Spirit Elixir Golem Skeleton Army
The Log
Fire Spirit Elixir Golem Mini P.E.K.K.A Skeleton Army
Earthquake
Elixir Golem Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Elixir Golem Mini P.E.K.K.A Skeleton Army Baby Dragon
Fireball
Elixir Golem Skeleton Army Baby Dragon
Poison
Elixir Golem Skeleton Army
Lightning
Mini P.E.K.K.A Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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 Elixir Golem Mini P.E.K.K.A Rage Skeleton Army Baby Dragon

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.

Fireball 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 Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Rage Elixir Golem Skeleton Army Fireball Mini P.E.K.K.A Baby Dragon

Shortest cycle

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

6 Mirror Fire Spirit Rage Elixir Golem

Attack Synergies 2 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
Elixir Golem Mini P.E.K.K.A Baby Dragon
Elixir Golem
Rage Fire Spirit Fireball Mini P.E.K.K.A Mirror Baby Dragon
Fireball
Mirror Elixir Golem Baby Dragon
Mini P.E.K.K.A
Fire Spirit Elixir Golem Mirror Rage Baby Dragon
Mirror
Fireball Elixir Golem Mini P.E.K.K.A Skeleton Army
Rage
Elixir Golem Mini P.E.K.K.A
Skeleton Army
Mirror
Baby Dragon
Fire Spirit Elixir Golem Fireball Mini P.E.K.K.A

Defense Synergies 2 5

Fire Spirit
Mini P.E.K.K.A
Elixir Golem
Fireball
Mirror Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Fireball Mirror Skeleton Army Baby Dragon
Mirror
Fireball Skeleton Army Mini P.E.K.K.A
Rage
Skeleton Army
Mirror Mini P.E.K.K.A
Baby Dragon
Mini P.E.K.K.A

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.

Fireball Baby Dragon
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army Fire Spirit
Mini P.E.K.K.A Skeleton Army
Fireball Mini P.E.K.K.A Skeleton Army
Fireball Skeleton Army Fire Spirit Baby Dragon
Fire Spirit Fireball Baby Dragon
Fireball Baby Dragon
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit Mini P.E.K.K.A
Skeleton Army Fireball Baby Dragon
Fireball Baby Dragon
Mini P.E.K.K.A Skeleton Army Fire Spirit Fireball
Fire Spirit Fireball Skeleton Army Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fireball Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Skeleton Army
Fire Spirit Fireball Skeleton Army Baby Dragon
Baby Dragon Fire Spirit Fireball
Mini P.E.K.K.A
Skeleton Army Fire Spirit Fireball Mini P.E.K.K.A Baby Dragon

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 Fireball
Fireball Mini P.E.K.K.A Baby Dragon
Skeleton Army Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Fireball
Mini P.E.K.K.A Skeleton Army
Fire Spirit Fireball Baby Dragon
Mini P.E.K.K.A Skeleton Army Fireball
Mini P.E.K.K.A Skeleton Army
Fireball Mini P.E.K.K.A Skeleton Army Baby Dragon
Skeleton Army
Mini P.E.K.K.A
Skeleton Army Fireball
Mini P.E.K.K.A Skeleton Army Fireball
Fireball Skeleton Army Baby Dragon
Skeleton Army Fireball Mini P.E.K.K.A Baby Dragon
Fireball Mini P.E.K.K.A Baby Dragon

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.)

Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Fire Spirit Baby Dragon
Fireball Fire Spirit Baby Dragon
Fire Spirit Baby Dragon
Fireball Fire Spirit Baby Dragon
Fireball
Fire Spirit Fireball Mini P.E.K.K.A
Fireball
Fireball Fire Spirit Baby Dragon
Fire Spirit Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Mini P.E.K.K.A
Fire Spirit Fireball Mini P.E.K.K.A Baby Dragon
Fire Spirit Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fire Spirit Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Fire Spirit Fireball Baby Dragon
Fireball
Fireball Mini P.E.K.K.A
Fireball
Fireball
Fireball
Fire Spirit Fireball Skeleton Army
Fireball Fire Spirit Baby Dragon
Fireball
Fireball Mini P.E.K.K.A Baby Dragon
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Fireball
Fireball Baby Dragon

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