My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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 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 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.

Archers Royal Giant Elixir Collector

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.

The Log

Punishments

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

Royal Giant Mini P.E.K.K.A

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Barbarians Royal Giant Mini 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit 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 Mini P.E.K.K.A Elixir Collector

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

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 Barbarians

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.

Fire Spirit The Log Archers Minions Mini P.E.K.K.A Barbarians Royal Giant Elixir Collector

Shortest cycle

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

9 Fire Spirit The Log Archers Minions

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
Royal Giant Mini P.E.K.K.A
Archers
Royal Giant Mini P.E.K.K.A
Minions
Royal Giant Mini P.E.K.K.A
Barbarians
Royal Giant
Fire Spirit Minions Archers The Log
Mini P.E.K.K.A
Fire Spirit Archers Minions The Log
Elixir Collector
The Log
Royal Giant Mini P.E.K.K.A

Defense Synergies 1 6

Fire Spirit
Mini P.E.K.K.A The Log
Archers
Minions Mini P.E.K.K.A The Log
Minions
Archers The Log
Barbarians
Royal Giant
Mini P.E.K.K.A
The Log Fire Spirit Archers
Elixir Collector
The Log
Mini P.E.K.K.A Fire Spirit Archers 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.

Minions The Log
Barbarians Mini P.E.K.K.A Minions The Log
Barbarians Mini P.E.K.K.A Fire Spirit Archers Minions
Barbarians Mini P.E.K.K.A Minions
Barbarians Mini P.E.K.K.A The Log
The Log Fire Spirit Archers Minions
Minions Fire Spirit Archers
Barbarians The Log
Barbarians Mini P.E.K.K.A Minions
Fire Spirit Archers Barbarians Mini P.E.K.K.A
Archers Minions Barbarians The Log
Minions Archers
Barbarians Mini P.E.K.K.A Fire Spirit Minions The Log
Fire Spirit Minions Barbarians Mini P.E.K.K.A The Log
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A The Log
Barbarians Minions Mini P.E.K.K.A
Fire Spirit Archers Minions Barbarians The Log
The Log Fire Spirit Archers Minions Barbarians
Barbarians Mini P.E.K.K.A
Fire Spirit Archers Minions Barbarians 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.

Barbarians Mini P.E.K.K.A Archers
Archers Mini P.E.K.K.A The Log
Barbarians Minions Mini P.E.K.K.A The Log
Mini P.E.K.K.A Barbarians The Log
Barbarians Mini P.E.K.K.A
Fire Spirit Archers Minions
Mini P.E.K.K.A Archers Minions Barbarians
Mini P.E.K.K.A Barbarians
Minions Barbarians Mini P.E.K.K.A The Log
Barbarians
Minions Barbarians Mini P.E.K.K.A
Barbarians The Log
Barbarians Mini P.E.K.K.A
Archers Barbarians
Barbarians Archers Minions Mini P.E.K.K.A The Log
Minions Archers Barbarians 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
The Log
The Log
Barbarians The Log
Fire Spirit The Log
Fire Spirit Minions
Fire Spirit Archers The Log
The Log Fire Spirit
The Log
Fire Spirit Minions Mini P.E.K.K.A
The Log
Fire Spirit Archers
Fire Spirit The Log
Minions
The Log
The Log
The Log
Minions Mini P.E.K.K.A
Fire Spirit Archers Mini P.E.K.K.A The Log
Fire Spirit The Log
Minions The Log
The Log
Barbarians The Log
The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit Archers
Minions
Mini P.E.K.K.A
The Log
The Log
Fire Spirit Archers Minions Barbarians
Fire Spirit Archers
The Log
Mini P.E.K.K.A
The Log
Minions The Log
The Log

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