My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Zappies Hunter

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.

Royal Recruits Battle Ram Zappies Hunter P.E.K.K.A Sparky

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.

Missing

Punishments

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

Royal Recruits Battle Ram

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 Royal Recruits Battle Ram 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
Royal Recruits Battle Ram Sparky
Giant Snowball
Fire Spirit Royal Recruits Battle Ram Zappies
Zap
Fire Spirit Battle Ram Zappies Sparky
Barbarian Barrel
Fire Spirit Royal Recruits Battle Ram Zappies Hunter Sparky
The Log
Fire Spirit Royal Recruits Battle Ram Zappies Hunter Sparky
Earthquake
Zappies
Arrows
Fire Spirit Royal Recruits Zappies
Royal Delivery
Fire Spirit Royal Recruits Battle Ram Zappies Hunter P.E.K.K.A Sparky
Fireball
Battle Ram Zappies Hunter Sparky
Poison
Royal Recruits Zappies Hunter Sparky
Lightning
Battle Ram Hunter Sparky
Rocket
Hunter Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Hunter Sparky

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 Royal Recruits Battle Ram P.E.K.K.A Sparky

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Battle Ram Zappies Hunter Sparky Royal Recruits P.E.K.K.A

Shortest cycle

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

9 Mirror Fire Spirit Battle Ram Zappies

Attack Synergies 1 13

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 Royal Recruits Battle Ram Sparky
Royal Recruits
Fire Spirit Battle Ram Zappies
Battle Ram
Fire Spirit Royal Recruits Zappies Mirror Hunter P.E.K.K.A
Zappies
Royal Recruits Battle Ram P.E.K.K.A
Mirror
Battle Ram Sparky
Hunter
Battle Ram P.E.K.K.A Sparky
P.E.K.K.A
Fire Spirit Battle Ram Zappies Hunter
Sparky
Fire Spirit Mirror Hunter

Defense Synergies 0 8

Fire Spirit
Royal Recruits P.E.K.K.A Sparky
Royal Recruits
Fire Spirit
Battle Ram
Zappies
Mirror P.E.K.K.A
Mirror
Zappies Hunter Sparky
Hunter
Mirror P.E.K.K.A
P.E.K.K.A
Fire Spirit Zappies Hunter
Sparky
Fire Spirit Mirror

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.

Royal Recruits Zappies Sparky
Hunter P.E.K.K.A Sparky Royal Recruits Zappies
Hunter P.E.K.K.A Sparky Fire Spirit Royal Recruits Zappies
Royal Recruits Hunter P.E.K.K.A Sparky Zappies
Royal Recruits P.E.K.K.A Sparky
Fire Spirit Zappies Hunter
Hunter Fire Spirit Zappies
Royal Recruits P.E.K.K.A Sparky
Zappies Hunter P.E.K.K.A Sparky Royal Recruits
Fire Spirit Royal Recruits Zappies Hunter Sparky
Royal Recruits Zappies Hunter
Hunter Zappies
Royal Recruits Hunter P.E.K.K.A Sparky Fire Spirit Zappies
Fire Spirit Sparky Royal Recruits Zappies Hunter P.E.K.K.A
Royal Recruits P.E.K.K.A Sparky Zappies Hunter
Royal Recruits Zappies Hunter P.E.K.K.A Sparky
Sparky Royal Recruits Zappies Hunter P.E.K.K.A
Fire Spirit Royal Recruits Zappies Hunter
Hunter Fire Spirit Royal Recruits Zappies
P.E.K.K.A Sparky Royal Recruits Zappies Hunter
Royal Recruits Fire Spirit Zappies Hunter P.E.K.K.A Sparky

Counters to secondary win conditions

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

Royal Recruits Zappies P.E.K.K.A Sparky
Hunter
Royal Recruits Zappies P.E.K.K.A Hunter Sparky
Royal Recruits Hunter P.E.K.K.A Zappies Sparky
Royal Recruits P.E.K.K.A Zappies Hunter Sparky
Fire Spirit Zappies Hunter
Royal Recruits P.E.K.K.A Sparky Zappies Hunter
P.E.K.K.A Royal Recruits Zappies Hunter Sparky
Royal Recruits P.E.K.K.A Zappies Sparky
Royal Recruits P.E.K.K.A Zappies Sparky
P.E.K.K.A Royal Recruits Zappies Hunter Sparky
Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A Zappies Hunter Sparky
Royal Recruits Zappies Sparky
Royal Recruits Zappies Sparky Hunter P.E.K.K.A
Royal Recruits Zappies Hunter P.E.K.K.A Sparky

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.)

Royal Recruits Sparky
Sparky
Royal Recruits Sparky
Fire Spirit Sparky
Fire Spirit Hunter
Fire Spirit Sparky
Fire Spirit Hunter
Fire Spirit Sparky
Royal Recruits Sparky
Fire Spirit
Fire Spirit Hunter Sparky
Sparky
Hunter Sparky
Royal Recruits Sparky
Sparky
Sparky
Fire Spirit Hunter Sparky
Fire Spirit
Sparky
Sparky
Royal Recruits
Fire Spirit Hunter Sparky
Hunter Sparky
Sparky
Sparky
Fire Spirit Hunter Sparky
Zappies
Sparky
Hunter Sparky
Zappies Sparky
P.E.K.K.A Sparky
Sparky
Fire Spirit Royal Recruits Zappies
Fire Spirit Zappies Hunter
Hunter Sparky
Sparky
Royal Recruits P.E.K.K.A Sparky
Royal Recruits Zappies Sparky
Zappies
Royal Recruits Sparky

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