My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 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!
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 Archers Wizard Princess

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.

Bomber Archers Royal Giant Wizard P.E.K.K.A Princess

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows

Punishments

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

Royal Giant Princess

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 Giant P.E.K.K.A Princess

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
Bomber Archers Royal Giant
Giant Snowball
Fire Spirit Bomber Archers Princess
Zap
Fire Spirit Bomber Archers Royal Giant Princess
Barbarian Barrel
Fire Spirit Bomber Archers Wizard Princess
The Log
Fire Spirit Bomber Archers Royal Giant Princess
Earthquake
Bomber Archers
Arrows
Fire Spirit Bomber Archers Princess
Royal Delivery
Fire Spirit Bomber Archers Wizard P.E.K.K.A Princess
Fireball
Bomber Archers Wizard Princess
Poison
Bomber Archers Wizard Princess
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Wizard Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Arrows Wizard Princess

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 Arrows P.E.K.K.A Princess

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.

Royal Giant Princess

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Archers Arrows Princess Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Bomber Archers Arrows

Attack Synergies 5 8

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
Royal Giant P.E.K.K.A
Bomber
Royal Giant P.E.K.K.A
Archers
Arrows Royal Giant P.E.K.K.A
Arrows
Royal Giant P.E.K.K.A Archers
Royal Giant
Fire Spirit Bomber Arrows Archers Wizard Princess
Wizard
Royal Giant P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Bomber Archers Wizard Princess
Princess
Royal Giant P.E.K.K.A

Defense Synergies 0 6

Fire Spirit
P.E.K.K.A
Bomber
P.E.K.K.A
Archers
P.E.K.K.A
Arrows
P.E.K.K.A
Royal Giant
Wizard
P.E.K.K.A
P.E.K.K.A
Fire Spirit Bomber Archers Arrows Wizard Princess
Princess
P.E.K.K.A

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.

Bomber Wizard
P.E.K.K.A Bomber
P.E.K.K.A Fire Spirit Bomber Archers
P.E.K.K.A Bomber
Bomber Arrows P.E.K.K.A Princess
Arrows Fire Spirit Bomber Archers
Fire Spirit Archers Arrows Wizard Princess
Arrows P.E.K.K.A
P.E.K.K.A Princess
Fire Spirit Bomber Archers
Archers Bomber Arrows Wizard Princess
Arrows Archers Wizard Princess
P.E.K.K.A Fire Spirit Bomber Wizard
Fire Spirit Bomber Wizard Arrows P.E.K.K.A Princess
P.E.K.K.A
P.E.K.K.A
Wizard Bomber Arrows P.E.K.K.A
Fire Spirit Arrows Bomber Archers Wizard
Arrows Wizard Fire Spirit Bomber Archers Princess
P.E.K.K.A
Bomber Wizard Fire Spirit Archers Arrows P.E.K.K.A

Counters to secondary win conditions

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

Archers P.E.K.K.A
Bomber Archers Arrows Wizard
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Wizard Archers Princess
P.E.K.K.A Archers
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A Wizard
Wizard Bomber Archers Princess
Bomber Archers P.E.K.K.A
Arrows Bomber Archers Wizard P.E.K.K.A Princess

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.)

Princess Arrows
Arrows Princess
Arrows
Arrows
Bomber Wizard Fire Spirit Arrows
Arrows Wizard Fire Spirit Princess
Fire Spirit Bomber Archers Arrows Wizard Princess
Arrows Fire Spirit Wizard Princess
Arrows Wizard
Fire Spirit
Arrows Wizard Princess
Fire Spirit Archers Arrows Wizard Princess
Fire Spirit Princess
Arrows Princess
Princess Arrows
Bomber Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Bomber
Fire Spirit Bomber Archers Arrows Wizard Princess
Fire Spirit Bomber Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Arrows Fire Spirit Bomber Wizard Princess
Arrows Wizard Princess
Arrows Wizard Princess
Arrows
Fire Spirit Archers Arrows Wizard Princess
Wizard
Bomber Arrows Wizard
Arrows Princess
P.E.K.K.A
Arrows Wizard Princess
Fire Spirit Archers Princess
Fire Spirit Archers Arrows Wizard Princess
Arrows
Wizard Princess
Arrows Bomber Wizard Princess
Arrows
P.E.K.K.A
Princess
Princess
Princess

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