My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Inferno Tower Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard P.E.K.K.A

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.

Zap Rocket The Log

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.

Fire Spirit 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
Guards
Giant Snowball
Fire Spirit Guards
Zap
Fire Spirit Inferno Tower Guards
Barbarian Barrel
Fire Spirit Inferno Tower Wizard Guards
The Log
Fire Spirit Guards
Earthquake
Inferno Tower Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Wizard Guards P.E.K.K.A
Fireball
Inferno Tower Wizard
Poison
Inferno Tower Wizard Guards
Lightning
Inferno Tower Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Rocket 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 Inferno Tower Rocket Guards 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 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 Zap The Log Guards Inferno Tower Wizard Rocket P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Zap The Log Guards

Attack Synergies 2 6

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 Zap
Zap
P.E.K.K.A Fire Spirit Guards The Log
Inferno Tower
Wizard
P.E.K.K.A
Rocket
Guards
Zap The Log
P.E.K.K.A
Fire Spirit Zap Wizard The Log
The Log
Zap Guards P.E.K.K.A

Defense Synergies 3 13

Fire Spirit
Zap Inferno Tower P.E.K.K.A The Log
Zap
Fire Spirit Inferno Tower Guards P.E.K.K.A The Log
Inferno Tower
Guards The Log Fire Spirit Zap
Wizard
Guards P.E.K.K.A The Log
Rocket
The Log
Guards
Inferno Tower Zap Wizard The Log
P.E.K.K.A
The Log Fire Spirit Zap Wizard
The Log
Inferno Tower P.E.K.K.A Fire Spirit Zap Wizard Rocket Guards

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 Inferno Tower Wizard The Log
Inferno Tower P.E.K.K.A Zap The Log
Inferno Tower Rocket P.E.K.K.A Fire Spirit
Inferno Tower P.E.K.K.A Guards
Rocket P.E.K.K.A The Log
The Log Fire Spirit Zap Guards
Inferno Tower Rocket Fire Spirit Zap Wizard
Rocket Zap Inferno Tower P.E.K.K.A The Log
Inferno Tower P.E.K.K.A
Guards Fire Spirit Inferno Tower
Guards Zap Wizard The Log
Inferno Tower Zap Wizard
Inferno Tower P.E.K.K.A Fire Spirit Zap Wizard Rocket Guards The Log
Fire Spirit Wizard Rocket Zap Guards P.E.K.K.A The Log
Inferno Tower P.E.K.K.A
Inferno Tower Rocket Zap P.E.K.K.A The Log
Wizard Inferno Tower P.E.K.K.A
Fire Spirit Zap Wizard Guards The Log
Zap Wizard The Log Fire Spirit Guards
P.E.K.K.A Inferno Tower
Wizard Fire Spirit Guards 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.

Guards Zap Inferno Tower P.E.K.K.A
Zap Wizard Rocket The Log
Guards P.E.K.K.A Zap Inferno Tower Rocket The Log
Rocket Guards P.E.K.K.A Zap Inferno Tower The Log
Inferno Tower P.E.K.K.A Guards
Fire Spirit Wizard Rocket Zap
Rocket Guards P.E.K.K.A Inferno Tower
Inferno Tower P.E.K.K.A
Zap Rocket P.E.K.K.A Inferno Tower The Log
Inferno Tower P.E.K.K.A Guards
P.E.K.K.A Inferno Tower Guards
Rocket P.E.K.K.A Zap Guards The Log
Rocket P.E.K.K.A Inferno Tower Wizard Guards
Wizard
Inferno Tower Guards Zap Rocket P.E.K.K.A The Log
Zap Inferno Tower Wizard 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.)

Rocket Guards The Log
Zap The Log
Rocket The Log
Rocket Guards The Log
Wizard Rocket Fire Spirit Zap The Log
Wizard Fire Spirit Zap Rocket
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Rocket Fire Spirit Guards
Rocket Zap Wizard The Log
Fire Spirit Zap Wizard Rocket
Rocket Fire Spirit The Log
Rocket
Zap The Log
Rocket Zap Wizard The Log
Wizard Rocket The Log
Rocket
Rocket
Rocket Fire Spirit Zap Wizard The Log
Rocket Fire Spirit Zap Wizard The Log
Rocket The Log
Rocket Wizard
Rocket The Log
Rocket Zap The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Rocket Zap The Log
Fire Spirit Zap Wizard
Zap Rocket Wizard Guards
Zap Wizard Rocket The Log
Zap Rocket
P.E.K.K.A
Rocket Wizard The Log
Zap Fire Spirit Rocket Guards
Rocket Fire Spirit Zap Wizard
The Log
Wizard Rocket
The Log Zap Wizard
Rocket Zap
P.E.K.K.A
Zap Rocket Guards The Log
Zap Rocket
Zap Rocket The Log

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