My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Rascals Magic Archer

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats

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.

Ice Spirit Bats 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 Fireball The Log

Punishments

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

Mini P.E.K.K.A

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Fireball 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 Ice Spirit Bats Mini P.E.K.K.A P.E.K.K.A

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.

Fireball

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 Ice Spirit Fireball

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 Ice Spirit Bats Zap The Log Fireball Mini P.E.K.K.A P.E.K.K.A

Shortest cycle

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

6 Fire Spirit Ice Spirit Bats Zap

Attack Synergies 5 12

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 Mini P.E.K.K.A
Ice Spirit
Zap P.E.K.K.A Bats Mini P.E.K.K.A
Bats
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Ice Spirit Fireball P.E.K.K.A Fire Spirit Bats Mini P.E.K.K.A The Log
Fireball
Zap The Log
Mini P.E.K.K.A
Fire Spirit Ice Spirit Bats Zap The Log
P.E.K.K.A
Fire Spirit Ice Spirit Zap Bats The Log
The Log
Zap Fireball Mini P.E.K.K.A P.E.K.K.A

Defense Synergies 7 16

Fire Spirit
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A The Log
Ice Spirit
Zap Mini P.E.K.K.A Fire Spirit Bats Fireball P.E.K.K.A The Log
Bats
Ice Spirit Zap Mini P.E.K.K.A P.E.K.K.A The Log
Zap
Ice Spirit Fireball Mini P.E.K.K.A Fire Spirit Bats P.E.K.K.A The Log
Fireball
Zap The Log Ice Spirit Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Zap The Log Fire Spirit Bats Fireball
P.E.K.K.A
The Log Fire Spirit Ice Spirit Bats Zap
The Log
Fireball Mini P.E.K.K.A P.E.K.K.A Fire Spirit Ice Spirit Bats Zap

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 Fireball The Log
Mini P.E.K.K.A P.E.K.K.A Ice Spirit Bats Zap The Log
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Bats
Mini P.E.K.K.A P.E.K.K.A Bats
Fireball Mini P.E.K.K.A P.E.K.K.A The Log
Fireball The Log Fire Spirit Bats Zap
Bats Fire Spirit Ice Spirit Zap Fireball
Zap Fireball P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Ice Spirit Mini P.E.K.K.A
Bats Zap Fireball The Log
Bats Zap Fireball
Mini P.E.K.K.A P.E.K.K.A Fire Spirit Ice Spirit Bats Zap Fireball The Log
Fire Spirit Fireball Ice Spirit Bats Zap Mini P.E.K.K.A P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A
Ice Spirit Zap Fireball Mini P.E.K.K.A P.E.K.K.A The Log
Bats Fireball Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Ice Spirit Fireball Bats Zap The Log
Zap The Log Fire Spirit Ice Spirit Bats Fireball
Mini P.E.K.K.A P.E.K.K.A
Fire Spirit Bats Fireball Mini P.E.K.K.A 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.

Mini P.E.K.K.A Zap Fireball P.E.K.K.A
Fireball Zap Mini P.E.K.K.A The Log
P.E.K.K.A Ice Spirit Bats Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Bats Zap Fireball The Log
P.E.K.K.A Mini P.E.K.K.A
Fire Spirit Fireball Ice Spirit Bats Zap
Mini P.E.K.K.A P.E.K.K.A Bats Fireball
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Ice Spirit Bats Fireball Mini P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Zap Fireball The Log
Mini P.E.K.K.A P.E.K.K.A Fireball
Fireball
Ice Spirit Bats Zap Fireball Mini P.E.K.K.A P.E.K.K.A The Log
Bats Zap Fireball Mini P.E.K.K.A 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.)

Fireball The Log
Fireball Zap The Log
Fireball The Log
Fireball The Log
Fireball Fire Spirit Zap The Log
Fireball Fire Spirit Ice Spirit Bats Zap
Fire Spirit The Log
Fireball The Log Fire Spirit Ice Spirit Zap
Fireball The Log Zap
Fire Spirit Bats Fireball Mini P.E.K.K.A
Zap Fireball The Log
Fireball Fire Spirit Zap
Fire Spirit Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Bats Mini P.E.K.K.A
Fire Spirit Zap Fireball Mini P.E.K.K.A The Log
Fire Spirit Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fire Spirit Ice Spirit Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Fire Spirit Bats Zap Fireball
Zap Ice Spirit Bats Fireball
Fireball Mini P.E.K.K.A
Zap Fireball The Log
Zap Ice Spirit Fireball
P.E.K.K.A
Fireball The Log
Zap Fire Spirit Ice Spirit Bats Fireball
Fireball Fire Spirit Zap
The Log Fireball
Fireball Mini P.E.K.K.A
The Log Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Ice Spirit Bats Fireball The Log
Bats Zap Fireball
Zap Fireball The Log

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