My Best Clash Royale Deck

Deck Check Rating

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

2 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!

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 Bats Minions

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.

Skeletons Bats Giant

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap 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 Giant

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 Giant

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Bats Mini 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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Zap The Log Minions Mini P.E.K.K.A Giant

Shortest cycle

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

6 Skeletons Fire Spirit Bats Zap

Attack Synergies 4 12

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.

Skeletons
Fire Spirit
Zap Mini P.E.K.K.A Giant
Bats
Giant Zap Minions Mini P.E.K.K.A
Zap
Giant Fire Spirit Bats Minions Mini P.E.K.K.A The Log
Minions
Giant Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Fire Spirit Bats Zap Minions The Log
Giant
Bats Zap Minions Mini P.E.K.K.A Fire Spirit The Log
The Log
Zap Mini P.E.K.K.A Giant

Defense Synergies 2 16

Skeletons
Fire Spirit Bats Zap Minions Mini P.E.K.K.A The Log
Fire Spirit
Skeletons Zap Mini P.E.K.K.A The Log
Bats
Skeletons Zap Minions Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Skeletons Fire Spirit Bats Minions The Log
Minions
Skeletons Bats Zap The Log
Mini P.E.K.K.A
Zap The Log Skeletons Fire Spirit Bats
Giant
The Log
Mini P.E.K.K.A Skeletons Fire Spirit Bats Zap Minions

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 Minions The Log
Mini P.E.K.K.A Skeletons Bats Zap Minions The Log
Mini P.E.K.K.A Skeletons Fire Spirit Bats Minions
Mini P.E.K.K.A Skeletons Bats Minions
Mini P.E.K.K.A The Log
The Log Skeletons Fire Spirit Bats Zap Minions
Bats Minions Fire Spirit Zap
Zap The Log
Mini P.E.K.K.A Skeletons Minions
Skeletons Fire Spirit Mini P.E.K.K.A
Bats Minions Skeletons Zap The Log
Minions Bats Zap
Mini P.E.K.K.A Skeletons Fire Spirit Bats Zap Minions The Log
Fire Spirit Bats Zap Minions Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log
Skeletons Bats Minions Mini P.E.K.K.A
Fire Spirit Bats Zap Minions The Log
Zap The Log Fire Spirit Bats Minions
Mini P.E.K.K.A
Fire Spirit Bats Minions Mini 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 Skeletons Zap
Zap Mini P.E.K.K.A The Log
Skeletons Bats Zap Minions Mini P.E.K.K.A The Log
Mini P.E.K.K.A Bats Zap The Log
Skeletons Mini P.E.K.K.A
Fire Spirit Skeletons Bats Zap Minions
Mini P.E.K.K.A Skeletons Bats Minions
Mini P.E.K.K.A
Zap Skeletons Bats Minions Mini P.E.K.K.A The Log
Skeletons
Bats Minions Mini P.E.K.K.A
Zap The Log
Mini P.E.K.K.A Skeletons
Skeletons Bats Zap Minions Mini P.E.K.K.A The Log
Bats Minions Zap Mini 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.)

The Log
Zap The Log
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Bats Zap Minions
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Bats Minions Mini P.E.K.K.A
Zap The Log
Fire Spirit Zap
Fire Spirit The Log
Minions
Zap The Log
Zap The Log
The Log
Bats Minions Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A The Log
Fire Spirit Zap The Log
Minions The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Bats Zap
Zap Bats Minions
Mini P.E.K.K.A
Zap The Log
Zap
The Log
Zap Fire Spirit Bats Minions
Fire Spirit Zap
The Log
Mini P.E.K.K.A
The Log Zap
Zap
Zap Bats Minions The Log
Bats Zap
Zap The Log

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