My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Good

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 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 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 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 Dragon

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.

Skeletons P.E.K.K.A Inferno Dragon

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

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.

Electro Spirit Fire Spirit Goblins 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

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
Skeletons Skeleton Army Inferno Dragon
Giant Snowball
Skeletons Fire Spirit Goblins Skeleton Army Inferno Dragon
Zap
Skeletons Fire Spirit Goblins Skeleton Army Inferno Dragon
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Goblins Skeleton Army
The Log
Skeletons Electro Spirit Fire Spirit Goblins Skeleton Army
Earthquake
Skeletons Skeleton Army
Arrows
Skeletons Electro Spirit Fire Spirit Goblins Skeleton Army
Royal Delivery
Skeletons Electro Spirit Fire Spirit Goblins Skeleton Army P.E.K.K.A Inferno Dragon
Fireball
Skeleton Army Inferno Dragon
Poison
Skeleton Army
Lightning
Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap

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 Fire Spirit Skeleton Army P.E.K.K.A Inferno Dragon

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.

Skeleton Army

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 Goblins

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.

Skeletons Electro Spirit Fire Spirit Goblins Zap Skeleton Army Inferno Dragon P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Goblins

Attack Synergies 2 5

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.

Skeletons
Electro Spirit
Zap P.E.K.K.A
Fire Spirit
P.E.K.K.A Zap Inferno Dragon
Goblins
Zap
Zap
P.E.K.K.A Electro Spirit Fire Spirit Goblins
Skeleton Army
P.E.K.K.A
Fire Spirit Zap Electro Spirit
Inferno Dragon
Fire Spirit

Defense Synergies 0 13

Skeletons
Electro Spirit Fire Spirit Zap P.E.K.K.A Inferno Dragon
Electro Spirit
Skeletons Zap
Fire Spirit
Skeletons Zap P.E.K.K.A
Goblins
Zap
Zap
Skeletons Electro Spirit Fire Spirit Goblins Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army
Zap Inferno Dragon
P.E.K.K.A
Skeletons Fire Spirit Zap
Inferno Dragon
Skeletons Zap Skeleton Army

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.

Zap
Skeleton Army P.E.K.K.A Inferno Dragon Skeletons Goblins Zap
Skeleton Army P.E.K.K.A Skeletons Fire Spirit Goblins Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Skeletons Goblins
Skeleton Army P.E.K.K.A
Skeleton Army Skeletons Electro Spirit Fire Spirit Goblins Zap
Inferno Dragon Electro Spirit Fire Spirit Zap
Electro Spirit Zap P.E.K.K.A
P.E.K.K.A Inferno Dragon Skeletons Goblins Skeleton Army
Skeleton Army Skeletons Fire Spirit Goblins
Goblins Skeleton Army Skeletons Electro Spirit Zap
Inferno Dragon Zap
Skeleton Army P.E.K.K.A Skeletons Fire Spirit Zap
Fire Spirit Skeleton Army Electro Spirit Goblins Zap P.E.K.K.A
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army Zap P.E.K.K.A Inferno Dragon
Skeletons Goblins Skeleton Army P.E.K.K.A
Fire Spirit Electro Spirit Goblins Zap Skeleton Army
Zap Electro Spirit Fire Spirit Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army Electro Spirit Fire Spirit Goblins P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Skeletons Goblins Zap P.E.K.K.A
Zap Inferno Dragon
Skeleton Army P.E.K.K.A Skeletons Goblins Zap
Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Skeletons Skeleton Army Inferno Dragon
Fire Spirit Skeletons Electro Spirit Zap
Skeleton Army P.E.K.K.A Skeletons Goblins
P.E.K.K.A Skeleton Army Inferno Dragon
Zap P.E.K.K.A Skeletons Electro Spirit Goblins Skeleton Army Inferno Dragon
P.E.K.K.A Skeletons Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Skeletons
Skeleton Army
Skeleton Army Skeletons Electro Spirit Goblins Zap P.E.K.K.A Inferno Dragon
Electro Spirit Zap P.E.K.K.A Inferno Dragon

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.)

Zap
Fire Spirit Zap
Electro Spirit Fire Spirit Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Goblins
Zap
Fire Spirit Zap
Fire Spirit
Zap
Zap
Fire Spirit Zap
Fire Spirit Zap
Zap
Zap Electro Spirit Fire Spirit
Inferno Dragon
Zap
Zap
Zap
Fire Spirit Zap
Zap Electro Spirit
Zap
Zap Electro Spirit
P.E.K.K.A
Zap Electro Spirit Fire Spirit Skeleton Army
Fire Spirit Zap
Zap
Zap
P.E.K.K.A
Zap Electro Spirit
Zap
Zap

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