My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Wizard Electro 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.

Archers Wizard P.E.K.K.A Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Miner

Damage spells

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

The Log

Punishments

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

Miner Royal Ghost

Pump responses

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

Miner

Dropped at the bridge

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

Fire Spirit P.E.K.K.A Royal Ghost

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.

Miner Royal Ghost Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard The Log Royal Ghost

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 P.E.K.K.A Miner Royal Ghost

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 Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Archers Miner Royal Ghost Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit The Log Archers Miner

Attack Synergies 3 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 Miner
Archers
P.E.K.K.A Miner Royal Ghost
Wizard
P.E.K.K.A Miner Royal Ghost
P.E.K.K.A
Fire Spirit Electro Wizard Archers Wizard The Log
The Log
P.E.K.K.A Miner
Miner
Fire Spirit Archers Wizard The Log Royal Ghost Electro Wizard
Royal Ghost
Archers Wizard Miner Electro Wizard
Electro Wizard
P.E.K.K.A Miner Royal Ghost

Defense Synergies 1 15

Fire Spirit
P.E.K.K.A The Log Electro Wizard
Archers
P.E.K.K.A The Log Electro Wizard
Wizard
P.E.K.K.A The Log Royal Ghost Electro Wizard
P.E.K.K.A
The Log Fire Spirit Archers Wizard Electro Wizard
The Log
P.E.K.K.A Fire Spirit Archers Wizard Miner Royal Ghost Electro Wizard
Miner
The Log
Royal Ghost
Wizard The Log Electro Wizard
Electro Wizard
Fire Spirit Archers Wizard P.E.K.K.A The Log Royal Ghost

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 The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Fire Spirit Archers Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log
The Log Fire Spirit Archers Royal Ghost Electro Wizard
Electro Wizard Fire Spirit Archers Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Fire Spirit Archers Miner Royal Ghost Electro Wizard
Archers Electro Wizard Wizard The Log Royal Ghost
Archers Wizard Electro Wizard
P.E.K.K.A Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard
Wizard P.E.K.K.A Electro Wizard
Fire Spirit Archers Wizard The Log Royal Ghost Electro Wizard
Wizard The Log Fire Spirit Archers Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Royal Ghost Fire Spirit Archers P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Archers P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Archers Wizard The Log Miner Royal Ghost
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A
Fire Spirit Wizard Archers Electro Wizard
P.E.K.K.A Archers Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard The Log
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Wizard
Wizard Archers
Electro Wizard Archers P.E.K.K.A The Log
Archers Wizard P.E.K.K.A The Log Royal Ghost Electro Wizard

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 Royal Ghost
The Log Miner Royal Ghost Electro Wizard
The Log Miner
The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit
Fire Spirit Archers Wizard The Log
The Log Fire Spirit Wizard
The Log Miner Wizard
Fire Spirit Electro Wizard
Miner Wizard The Log Electro Wizard
Fire Spirit Archers Wizard
Fire Spirit The Log Miner
The Log
Wizard The Log
Wizard The Log
Fire Spirit Archers Wizard The Log Electro Wizard
Fire Spirit Wizard The Log Miner
The Log
Wizard
The Log
The Log
The Log Fire Spirit Wizard
The Log Miner Wizard Royal Ghost Electro Wizard
Wizard The Log Miner
Miner The Log
Fire Spirit Archers Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log Miner
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Fire Spirit Archers
Fire Spirit Archers Wizard Electro Wizard
The Log
Miner Wizard Electro Wizard
The Log Wizard
P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Miner Royal Ghost Electro Wizard

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