My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Bats Minions 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.

Bats Wizard Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage

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 Balloon

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 Balloon 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 Balloon

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

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

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 Bats 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 Minions 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 Bats Rage Minions Mini P.E.K.K.A Wizard Balloon P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Bats Rage Minions

Attack Synergies 4 14

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 Mini P.E.K.K.A Balloon
Bats
Balloon Minions Mini P.E.K.K.A Rage P.E.K.K.A
Minions
Rage Bats Mini P.E.K.K.A Balloon P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Bats Minions Wizard Rage
Wizard
Mini P.E.K.K.A Rage Balloon P.E.K.K.A
Rage
Minions Balloon Bats Mini P.E.K.K.A Wizard
Balloon
Bats Rage Fire Spirit Minions Wizard
P.E.K.K.A
Fire Spirit Bats Minions Wizard

Defense Synergies 0 8

Fire Spirit
Mini P.E.K.K.A P.E.K.K.A
Bats
Minions Mini P.E.K.K.A P.E.K.K.A
Minions
Bats P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Bats Wizard
Wizard
Mini P.E.K.K.A P.E.K.K.A
Rage
Balloon
P.E.K.K.A
Fire Spirit Bats Minions 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.

Minions Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Minions
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Bats Minions
Mini P.E.K.K.A P.E.K.K.A Bats Minions
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Bats Minions
Bats Minions Fire Spirit Wizard
P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Minions
Fire Spirit Mini P.E.K.K.A
Bats Minions Wizard
Minions Bats Wizard
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Bats Minions Wizard
Fire Spirit Wizard Bats Minions Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Minions Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Bats Minions Wizard
Wizard Fire Spirit Bats Minions
Mini P.E.K.K.A P.E.K.K.A
Wizard Fire Spirit Bats Minions Mini P.E.K.K.A P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Wizard
P.E.K.K.A Bats Minions Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats
P.E.K.K.A Mini P.E.K.K.A
Fire Spirit Wizard Bats Minions
Mini P.E.K.K.A P.E.K.K.A Bats Minions
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Bats Minions Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Bats Minions Mini P.E.K.K.A
P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard
Bats Minions Mini P.E.K.K.A P.E.K.K.A
Bats Minions Mini P.E.K.K.A Wizard P.E.K.K.A

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.)

Wizard Fire Spirit
Wizard Fire Spirit Bats Minions
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Bats Minions Mini P.E.K.K.A
Wizard
Fire Spirit Wizard
Fire Spirit
Minions
Wizard
Wizard
Bats Minions Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Wizard
Fire Spirit Wizard
Minions
Wizard
Fire Spirit Wizard
Wizard
Wizard
Fire Spirit Bats Wizard
Bats Minions Wizard
Mini P.E.K.K.A
Wizard
P.E.K.K.A
Wizard
Fire Spirit Bats Minions
Fire Spirit Wizard
Mini P.E.K.K.A Wizard
Wizard
P.E.K.K.A
Bats Minions
Bats

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