My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats 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.

Bats P.E.K.K.A Princess

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 Rage

Punishments

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

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 Barbarians 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
Bats Guards
Giant Snowball
Fire Spirit Bats Barbarians Guards Princess
Zap
Fire Spirit Bats Guards Princess
Barbarian Barrel
Fire Spirit Barbarians Guards Princess
The Log
Fire Spirit Barbarians Guards Princess
Earthquake
Barbarians Guards
Arrows
Fire Spirit Bats Guards Princess
Royal Delivery
Fire Spirit Bats Barbarians Guards P.E.K.K.A Princess
Fireball
Barbarians Princess
Poison
Bats Barbarians Guards Princess
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Princess

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Bats Rage Guards 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.

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 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.

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 Zap Rage Guards Princess Barbarians P.E.K.K.A

Shortest cycle

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

7 Fire Spirit Bats Zap Rage

Attack Synergies 2 7

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
Bats
Zap Rage P.E.K.K.A
Zap
P.E.K.K.A Fire Spirit Bats Guards Princess
Barbarians
Rage
Bats
Guards
Zap
P.E.K.K.A
Fire Spirit Zap Bats Princess
Princess
Zap P.E.K.K.A

Defense Synergies 0 10

Fire Spirit
Zap P.E.K.K.A
Bats
Zap P.E.K.K.A
Zap
Fire Spirit Bats Barbarians Guards P.E.K.K.A Princess
Barbarians
Zap
Rage
Guards
Zap Princess
P.E.K.K.A
Fire Spirit Bats Zap Princess
Princess
Zap Guards 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.

Zap
Barbarians P.E.K.K.A Bats Zap
Barbarians P.E.K.K.A Fire Spirit Bats
Barbarians P.E.K.K.A Bats Guards
Barbarians P.E.K.K.A Princess
Fire Spirit Bats Zap Guards
Bats Fire Spirit Zap Princess
Zap Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Princess
Guards Fire Spirit Barbarians
Bats Barbarians Guards Zap Princess
Bats Zap Princess
Barbarians P.E.K.K.A Fire Spirit Bats Zap Guards
Fire Spirit Bats Zap Barbarians Guards P.E.K.K.A Princess
Barbarians P.E.K.K.A
Barbarians Zap P.E.K.K.A
Barbarians Bats P.E.K.K.A
Fire Spirit Bats Zap Barbarians Guards
Zap Fire Spirit Bats Barbarians Guards Princess
Barbarians P.E.K.K.A
Fire Spirit Bats Barbarians Guards P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Guards Zap P.E.K.K.A
Zap
Barbarians Guards P.E.K.K.A Bats Zap
Guards P.E.K.K.A Bats Zap Barbarians
Barbarians P.E.K.K.A Guards
Fire Spirit Bats Zap Princess
Guards P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians
Zap P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians Guards
P.E.K.K.A Bats Barbarians Guards
P.E.K.K.A Zap Barbarians Guards
Barbarians P.E.K.K.A Guards
Barbarians Princess
Barbarians Guards Bats Zap P.E.K.K.A
Bats Zap Barbarians 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 Guards
Zap Princess
Barbarians Guards
Fire Spirit Zap
Fire Spirit Bats Zap Princess
Fire Spirit Princess
Fire Spirit Zap Princess
Zap
Fire Spirit Bats Guards
Zap Princess
Fire Spirit Zap Princess
Fire Spirit Princess
Princess
Princess Zap
Zap Princess
Princess
Bats
Fire Spirit Zap Princess
Fire Spirit Zap Princess
Princess
Zap Barbarians
Zap Fire Spirit Princess
Zap Princess
Zap Princess
Zap
Fire Spirit Bats Zap Princess
Zap Bats Guards
Zap
Zap Princess
P.E.K.K.A
Princess
Zap Fire Spirit Bats Barbarians Guards Princess
Fire Spirit Zap Princess
Princess
Zap Princess
Zap
P.E.K.K.A
Zap Bats Guards Princess
Bats Zap Princess
Zap Princess

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