My Best Clash Royale Deck

Deck Check Rating

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

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 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 Archers Flying Machine

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 Battle Ram Flying Machine P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram

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 Barbarians Battle Ram Flying Machine 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
Archers Battle Ram
Giant Snowball
Fire Spirit Archers Barbarians Battle Ram Flying Machine
Zap
Fire Spirit Archers Battle Ram Flying Machine
Barbarian Barrel
Fire Spirit Archers Barbarians Battle Ram
The Log
Fire Spirit Archers Barbarians Battle Ram
Earthquake
Archers Barbarians
Arrows
Fire Spirit Archers Flying Machine
Royal Delivery
Fire Spirit Archers Barbarians Battle Ram Flying Machine P.E.K.K.A
Fireball
Archers Barbarians Battle Ram Flying Machine
Poison
Archers Barbarians Flying Machine
Lightning
Battle Ram
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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 Battle Ram 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.

Fireball

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 Barbarians 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.

Good

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 Fireball Battle Ram Flying Machine Barbarians P.E.K.K.A

Shortest cycle

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

10 Fire Spirit The Log Archers Fireball

Attack Synergies 2 9

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 Battle Ram
Archers
Battle Ram P.E.K.K.A
Barbarians
Fireball
Battle Ram The Log
Battle Ram
The Log Fire Spirit Archers Fireball Flying Machine P.E.K.K.A
Flying Machine
Battle Ram P.E.K.K.A
P.E.K.K.A
Fire Spirit Archers Battle Ram Flying Machine The Log
The Log
Battle Ram Fireball P.E.K.K.A

Defense Synergies 2 6

Fire Spirit
P.E.K.K.A The Log
Archers
P.E.K.K.A The Log
Barbarians
Fireball
The Log
Battle Ram
Flying Machine
P.E.K.K.A The Log
P.E.K.K.A
The Log Fire Spirit Archers Flying Machine
The Log
Fireball P.E.K.K.A Fire Spirit Archers Flying Machine

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 Flying Machine The Log
Barbarians P.E.K.K.A Flying Machine The Log
Barbarians P.E.K.K.A Fire Spirit Archers
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A The Log
Fireball The Log Fire Spirit Archers Flying Machine
Fire Spirit Archers Fireball Flying Machine
Barbarians Fireball Flying Machine P.E.K.K.A The Log
Barbarians P.E.K.K.A
Fire Spirit Archers Barbarians
Archers Barbarians Fireball Flying Machine The Log
Archers Fireball Flying Machine
Barbarians P.E.K.K.A Fire Spirit Fireball Flying Machine The Log
Fire Spirit Fireball Barbarians P.E.K.K.A The Log
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A The Log
Barbarians Fireball P.E.K.K.A
Fire Spirit Fireball Archers Barbarians Flying Machine The Log
The Log Fire Spirit Archers Barbarians Fireball Flying Machine
Barbarians P.E.K.K.A
Fire Spirit Archers Barbarians Fireball Flying Machine 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.

Barbarians Archers Fireball P.E.K.K.A
Fireball Archers Flying Machine The Log
Barbarians P.E.K.K.A The Log
P.E.K.K.A Barbarians Fireball The Log
Barbarians P.E.K.K.A
Fire Spirit Fireball Archers Flying Machine
P.E.K.K.A Archers Barbarians Fireball Flying Machine
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Fireball Flying Machine The Log
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Flying Machine
P.E.K.K.A Barbarians Fireball The Log
Barbarians P.E.K.K.A Fireball
Archers Barbarians Fireball Flying Machine
Barbarians Archers Fireball Flying Machine P.E.K.K.A The Log
Archers Barbarians Fireball Flying Machine 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.)

Fireball Flying Machine The Log
Fireball Flying Machine The Log
Fireball Flying Machine The Log
Barbarians Fireball Flying Machine The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit Flying Machine
Fire Spirit Archers Flying Machine The Log
Fireball The Log Fire Spirit Flying Machine
Fireball The Log Flying Machine
Fire Spirit Fireball
Fireball Flying Machine The Log
Fireball Fire Spirit Archers Flying Machine
Flying Machine Fire Spirit Fireball The Log
Fireball Flying Machine
Fireball Flying Machine The Log
Fireball Flying Machine The Log
Fireball Flying Machine The Log
Fireball
Fire Spirit Archers Fireball Flying Machine The Log
Fire Spirit Fireball Flying Machine The Log
Fireball The Log
Fireball
The Log
Barbarians Fireball Flying Machine The Log
The Log Fire Spirit Fireball
Fireball The Log Flying Machine
Fireball Flying Machine The Log
Fireball The Log
Fire Spirit Archers Fireball Flying Machine
Fireball Flying Machine
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Fire Spirit Archers Barbarians Fireball Flying Machine
Fireball Fire Spirit Archers Flying Machine
The Log Fireball
Fireball Flying Machine
The Log Fireball Flying Machine
Fireball
Flying Machine P.E.K.K.A
Fireball Flying Machine The Log
Fireball Flying Machine
Fireball Flying Machine The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: