My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit 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.

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 Arrows Rage The Log

Punishments

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

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.

Fire Spirit Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows 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 Arrows Mini P.E.K.K.A 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 Zap Rage The Log Arrows Mini P.E.K.K.A Wizard P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Zap Rage The Log

Attack Synergies 4 11

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 Mini P.E.K.K.A
Zap
Arrows P.E.K.K.A Fire Spirit Mini P.E.K.K.A The Log
Arrows
Zap P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Zap Arrows Wizard Rage The Log
Wizard
Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Mini P.E.K.K.A Wizard
P.E.K.K.A
Fire Spirit Zap Arrows Wizard The Log
The Log
Zap Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 3 12

Fire Spirit
Zap Mini P.E.K.K.A P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Fire Spirit Arrows P.E.K.K.A The Log
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Fire Spirit Arrows Wizard
Wizard
Mini P.E.K.K.A P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Fire Spirit Zap Arrows Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Fire Spirit 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.

Zap Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Zap The Log
Mini P.E.K.K.A P.E.K.K.A Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Arrows The Log Fire Spirit Zap
Fire Spirit Zap Arrows Wizard
Zap Arrows P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Mini P.E.K.K.A
Zap Arrows Wizard The Log
Arrows Zap Wizard
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Zap Wizard The Log
Fire Spirit Wizard Zap Arrows Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A The Log
Wizard Arrows Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Arrows Zap Wizard The Log
Zap Arrows Wizard The Log Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Wizard Fire Spirit Arrows Mini P.E.K.K.A 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 P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard The Log
P.E.K.K.A Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Zap The Log
P.E.K.K.A Mini P.E.K.K.A
Fire Spirit Arrows Wizard Zap
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Mini P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Arrows The Log
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard
Zap Mini P.E.K.K.A P.E.K.K.A The Log
Arrows Zap Mini P.E.K.K.A 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.)

Arrows The Log
Arrows Zap The Log
Arrows The Log
Arrows The Log
Wizard Fire Spirit Zap Arrows The Log
Arrows Wizard Fire Spirit Zap
Fire Spirit Arrows Wizard The Log
Arrows The Log Fire Spirit Zap Wizard
Arrows The Log Zap Wizard
Fire Spirit Mini P.E.K.K.A
Zap Arrows Wizard The Log
Fire Spirit Zap Arrows Wizard
Fire Spirit The Log
Arrows
Zap Arrows The Log
Zap Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Mini P.E.K.K.A
Fire Spirit Zap Arrows Mini P.E.K.K.A Wizard The Log
Fire Spirit Zap Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Zap Arrows The Log
Zap Arrows The Log Fire Spirit Wizard
Arrows The Log Zap Wizard
Zap Arrows Wizard The Log
Zap Arrows The Log
Fire Spirit Zap Arrows Wizard
Zap Wizard
Mini P.E.K.K.A
Zap Arrows Wizard The Log
Zap Arrows
P.E.K.K.A
Arrows Wizard The Log
Zap Fire Spirit
Fire Spirit Zap Arrows Wizard
Arrows The Log
Mini P.E.K.K.A Wizard
Arrows The Log Zap Wizard
Zap Arrows
P.E.K.K.A
Zap The Log
Zap
Zap The Log

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