My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Firecracker

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.

Ice Spirit Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap Rocket Tornado

Punishments

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

Wall Breakers

Pump responses

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

Rocket

Dropped at the bridge

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

Electro Spirit Ice Spirit Wall Breakers 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.

Electro Spirit Firecracker

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
Wall Breakers
Giant Snowball
Wall Breakers
Zap
Firecracker Wall Breakers
Barbarian Barrel
Electro Spirit Ice Spirit Firecracker Wall Breakers
The Log
Electro Spirit Ice Spirit Firecracker Wall Breakers
Earthquake
Firecracker
Arrows
Electro Spirit Ice Spirit Firecracker Wall Breakers
Royal Delivery
Electro Spirit Ice Spirit Firecracker Wall Breakers P.E.K.K.A
Fireball
Firecracker Wall Breakers
Poison
Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap Firecracker Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Firecracker Rocket Tornado

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.

Electro Spirit Ice Spirit Rocket Tornado 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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Zap Wall Breakers Firecracker Tornado Rocket P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Ice Spirit Zap Wall Breakers

Attack Synergies 7 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.

Electro Spirit
Zap Wall Breakers P.E.K.K.A
Ice Spirit
Zap P.E.K.K.A Firecracker Wall Breakers
Zap
Ice Spirit Firecracker Tornado P.E.K.K.A Electro Spirit Wall Breakers
Firecracker
Zap Ice Spirit Wall Breakers Tornado P.E.K.K.A
Rocket
Tornado
Wall Breakers
Electro Spirit Ice Spirit Zap Firecracker
Tornado
Zap Rocket P.E.K.K.A Firecracker
P.E.K.K.A
Ice Spirit Zap Tornado Electro Spirit Firecracker

Defense Synergies 3 10

Electro Spirit
Zap
Ice Spirit
Zap Firecracker Rocket Tornado P.E.K.K.A
Zap
Ice Spirit Electro Spirit Firecracker Tornado P.E.K.K.A
Firecracker
Ice Spirit Zap Tornado P.E.K.K.A
Rocket
Tornado Ice Spirit
Wall Breakers
Tornado
Rocket P.E.K.K.A Ice Spirit Zap Firecracker
P.E.K.K.A
Tornado Ice Spirit Zap Firecracker

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.

Rocket Zap Firecracker
P.E.K.K.A Ice Spirit Zap Firecracker
Rocket Tornado P.E.K.K.A
P.E.K.K.A Firecracker
Firecracker Rocket Tornado P.E.K.K.A
Tornado Electro Spirit Zap Firecracker
Rocket Tornado Electro Spirit Ice Spirit Zap Firecracker
Rocket Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Tornado
Tornado Ice Spirit Firecracker
Electro Spirit Zap Firecracker Tornado
Zap Firecracker Tornado
P.E.K.K.A Ice Spirit Zap Rocket
Rocket Electro Spirit Ice Spirit Zap Firecracker Tornado P.E.K.K.A
P.E.K.K.A
Rocket Tornado Ice Spirit Zap P.E.K.K.A
Firecracker Tornado P.E.K.K.A
Ice Spirit Electro Spirit Zap Firecracker Tornado
Zap Tornado Electro Spirit Ice Spirit Firecracker
P.E.K.K.A Tornado
Electro Spirit Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A
Zap Firecracker Rocket
P.E.K.K.A Ice Spirit Zap Rocket
Rocket P.E.K.K.A Zap Tornado
P.E.K.K.A
Firecracker Rocket Electro Spirit Ice Spirit Zap Tornado
Rocket P.E.K.K.A
P.E.K.K.A
Zap Rocket P.E.K.K.A Electro Spirit Ice Spirit Firecracker Tornado
P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A Zap Tornado
Rocket P.E.K.K.A
Firecracker
Electro Spirit Ice Spirit Zap Firecracker Rocket Tornado P.E.K.K.A
Electro Spirit Zap Firecracker 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.)

Firecracker Rocket
Firecracker Zap Tornado
Rocket
Firecracker Rocket
Rocket Zap Firecracker
Firecracker Electro Spirit Ice Spirit Zap Rocket Tornado
Firecracker Tornado
Ice Spirit Zap Firecracker Tornado
Zap Firecracker Tornado
Rocket Tornado
Firecracker Rocket Zap Tornado
Zap Firecracker Rocket Tornado
Rocket Firecracker
Firecracker Rocket
Zap Firecracker
Rocket Zap Firecracker
Firecracker Rocket
Rocket Tornado
Rocket
Rocket Zap Firecracker
Rocket Zap Firecracker Tornado
Rocket
Rocket Tornado
Rocket Tornado
Rocket Zap
Zap Firecracker Tornado Electro Spirit Ice Spirit
Firecracker Zap Tornado
Zap Tornado
Rocket Zap Firecracker Tornado
Zap Firecracker Tornado
Zap Rocket Electro Spirit Ice Spirit Firecracker
Zap Rocket
Zap Rocket Electro Spirit Ice Spirit Firecracker
P.E.K.K.A
Rocket Firecracker
Zap Electro Spirit Ice Spirit Rocket
Rocket Zap Firecracker Tornado
Firecracker Rocket
Zap Firecracker
Rocket Zap Tornado
Firecracker P.E.K.K.A
Zap Electro Spirit Ice Spirit Firecracker Rocket Tornado
Firecracker Zap Rocket Tornado
Zap Firecracker Rocket Tornado

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: