My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Giant Snowball Rascals Royal Recruits Zappies Royal Hogs Electro Dragon Goblin Giant The Log Ice Wizard Royal Ghost Bandit Inferno Dragon Magic Archer Lumberjack Night Witch Sparky Mega Knight Lava Hound

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Wizard X-Bow P.E.K.K.A

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Zap Tornado

Punishments

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

X-Bow

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 Knight X-Bow 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
Skeleton Army
Giant Snowball
Fire Spirit Skeleton Army
Zap
Fire Spirit Skeleton Army X-Bow
Barbarian Barrel
Fire Spirit Knight Wizard Skeleton Army X-Bow
The Log
Fire Spirit Skeleton Army X-Bow
Earthquake
Skeleton Army X-Bow
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Knight Wizard Skeleton Army P.E.K.K.A
Fireball
Wizard Skeleton Army X-Bow
Poison
Wizard Skeleton Army X-Bow
Lightning
Knight Wizard X-Bow
Rocket
Wizard X-Bow

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Tornado

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 Knight Skeleton Army Tornado 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.

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Knight Skeleton Army Tornado Wizard X-Bow P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Knight Skeleton Army

Attack Synergies 7 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 Knight X-Bow
Zap
Tornado X-Bow P.E.K.K.A Fire Spirit Knight
Knight
X-Bow Fire Spirit Zap Wizard
Wizard
Tornado Knight P.E.K.K.A
Skeleton Army
X-Bow
Tornado
Zap Wizard P.E.K.K.A
X-Bow
Zap Knight Fire Spirit Skeleton Army
P.E.K.K.A
Fire Spirit Zap Tornado Wizard

Defense Synergies 4 15

Fire Spirit
Knight Zap Tornado P.E.K.K.A
Zap
Fire Spirit Knight Skeleton Army Tornado X-Bow P.E.K.K.A
Knight
Fire Spirit X-Bow Zap Wizard Skeleton Army Tornado
Wizard
Tornado Knight Skeleton Army P.E.K.K.A
Skeleton Army
Zap Knight Wizard X-Bow
Tornado
Wizard P.E.K.K.A Fire Spirit Zap Knight X-Bow
X-Bow
Knight Zap Skeleton Army Tornado
P.E.K.K.A
Tornado Fire Spirit Zap Wizard

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 Knight Wizard X-Bow
Skeleton Army P.E.K.K.A Zap Knight X-Bow
Skeleton Army Tornado P.E.K.K.A Fire Spirit Knight
Skeleton Army P.E.K.K.A Knight
Skeleton Army Tornado X-Bow P.E.K.K.A
Skeleton Army Tornado Fire Spirit Zap X-Bow
Tornado Fire Spirit Zap Wizard X-Bow
Zap X-Bow P.E.K.K.A
P.E.K.K.A Skeleton Army Tornado X-Bow
Knight Skeleton Army Tornado Fire Spirit
Skeleton Army Zap Knight Wizard Tornado X-Bow
Zap Wizard Tornado
Skeleton Army P.E.K.K.A Fire Spirit Zap Knight Wizard X-Bow
Fire Spirit Wizard Skeleton Army Zap Tornado X-Bow P.E.K.K.A
Skeleton Army P.E.K.K.A Knight X-Bow
Skeleton Army Tornado Zap X-Bow P.E.K.K.A
Wizard Knight Skeleton Army Tornado X-Bow P.E.K.K.A
Fire Spirit Zap Knight Wizard Skeleton Army Tornado X-Bow
Zap Wizard Tornado Fire Spirit Knight
P.E.K.K.A Tornado
Wizard Skeleton Army Fire Spirit Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeleton Army Zap X-Bow P.E.K.K.A
Zap Knight Wizard X-Bow
Skeleton Army P.E.K.K.A Zap Knight
Skeleton Army P.E.K.K.A Zap Knight Tornado X-Bow
P.E.K.K.A Knight Skeleton Army
Fire Spirit Wizard Zap Tornado
Skeleton Army P.E.K.K.A Knight
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Knight Skeleton Army Tornado X-Bow
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Zap Tornado
Skeleton Army P.E.K.K.A Knight Wizard
Wizard Skeleton Army
Skeleton Army Zap Knight Tornado X-Bow P.E.K.K.A
Zap Wizard P.E.K.K.A

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.)

Knight X-Bow
Zap Tornado X-Bow
X-Bow
Knight
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Tornado
Fire Spirit Wizard Tornado
X-Bow Fire Spirit Zap Wizard Tornado
Zap Wizard Tornado X-Bow
Fire Spirit Tornado X-Bow
Zap Knight Wizard Tornado X-Bow
Fire Spirit Zap Wizard Tornado
Fire Spirit Knight
X-Bow
Zap X-Bow
X-Bow Zap Wizard
Wizard X-Bow
Tornado
Fire Spirit Zap Wizard X-Bow
Fire Spirit Zap Wizard Tornado X-Bow
X-Bow
Wizard Tornado
Tornado X-Bow
Zap X-Bow
Zap Tornado Fire Spirit Wizard
X-Bow Zap Wizard Tornado
Zap Wizard Tornado X-Bow
Zap Tornado X-Bow
Fire Spirit Zap Wizard Tornado X-Bow
Zap Wizard
Zap Wizard X-Bow
Zap
P.E.K.K.A
Wizard
Zap Fire Spirit Skeleton Army X-Bow
Fire Spirit Zap Wizard Tornado
Knight Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Tornado
Zap Tornado
Zap Tornado X-Bow

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