My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 Prince

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Rage 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 Prince

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 Mini P.E.K.K.A Prince

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard 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 Rage Prince

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 Fireball 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.

Mediocre

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 The Log Fireball Mini P.E.K.K.A Wizard Prince

Shortest cycle

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

7 Fire Spirit Bats Rage The Log

Attack Synergies 0 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
Mini P.E.K.K.A Prince
Bats
Mini P.E.K.K.A Rage Prince
Fireball
The Log
Mini P.E.K.K.A
Fire Spirit Bats Wizard Rage The Log
Wizard
Mini P.E.K.K.A Rage Prince
Rage
Bats Mini P.E.K.K.A Wizard Prince
Prince
Fire Spirit Bats Wizard Rage The Log
The Log
Fireball Mini P.E.K.K.A Prince

Defense Synergies 3 9

Fire Spirit
Mini P.E.K.K.A The Log
Bats
Mini P.E.K.K.A Prince The Log
Fireball
The Log Mini P.E.K.K.A
Mini P.E.K.K.A
The Log Fire Spirit Bats Fireball Wizard
Wizard
Mini P.E.K.K.A Prince The Log
Rage
Prince
The Log Bats Wizard
The Log
Fireball Mini P.E.K.K.A Prince Fire Spirit Bats 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.

Fireball Wizard The Log
Mini P.E.K.K.A Bats Prince The Log
Mini P.E.K.K.A Prince Fire Spirit Bats
Mini P.E.K.K.A Prince Bats
Fireball Mini P.E.K.K.A Prince The Log
Fireball The Log Fire Spirit Bats
Bats Fire Spirit Fireball Wizard
Fireball The Log
Mini P.E.K.K.A Prince
Fire Spirit Mini P.E.K.K.A Prince
Bats Fireball Wizard The Log
Bats Fireball Wizard
Mini P.E.K.K.A Prince Fire Spirit Bats Fireball Wizard The Log
Fire Spirit Fireball Wizard Bats Mini P.E.K.K.A Prince The Log
Mini P.E.K.K.A Prince
Fireball Mini P.E.K.K.A Prince The Log
Wizard Bats Fireball Mini P.E.K.K.A Prince
Fire Spirit Fireball Bats Wizard Prince The Log
Wizard The Log Fire Spirit Bats Fireball
Mini P.E.K.K.A Prince
Wizard Fire Spirit Bats Fireball Mini P.E.K.K.A Prince 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 Fireball Prince
Fireball Mini P.E.K.K.A Wizard Prince The Log
Bats Mini P.E.K.K.A Prince The Log
Mini P.E.K.K.A Prince Bats Fireball The Log
Mini P.E.K.K.A Prince
Fire Spirit Fireball Wizard Bats
Mini P.E.K.K.A Prince Bats Fireball
Mini P.E.K.K.A Prince
Bats Fireball Mini P.E.K.K.A Prince The Log
Bats Mini P.E.K.K.A Prince
Fireball Prince The Log
Mini P.E.K.K.A Prince Fireball Wizard
Wizard Fireball
Bats Fireball Mini P.E.K.K.A Prince The Log
Bats Fireball Mini P.E.K.K.A Wizard 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 The Log
Fireball The Log
Fireball The Log
Fireball Prince The Log
Fireball Wizard Fire Spirit The Log
Fireball Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
Fireball The Log Fire Spirit Wizard
Fireball The Log Wizard
Fire Spirit Bats Fireball Mini P.E.K.K.A Prince
Fireball Wizard Prince The Log
Fireball Fire Spirit Wizard
Fire Spirit Fireball The Log
Fireball
Fireball Prince The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Bats Mini P.E.K.K.A
Fire Spirit Fireball Mini P.E.K.K.A Wizard Prince The Log
Fire Spirit Fireball Wizard The Log
Fireball Prince The Log
Fireball Wizard
Prince The Log
Fireball The Log
The Log Fire Spirit Fireball Wizard
Fireball The Log Wizard
Fireball Wizard Prince The Log
Fireball The Log
Fire Spirit Bats Fireball Wizard
Bats Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard The Log
Fireball
Prince
Fireball Wizard The Log
Fire Spirit Bats Fireball Prince
Fireball Fire Spirit Wizard
The Log Fireball
Fireball Mini P.E.K.K.A Wizard Prince
The Log Fireball Wizard
Fireball
Prince
Bats Fireball The Log
Bats Fireball
Fireball Prince The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: