My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
Good

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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

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

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.

Rage 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.

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 Ice Spirit Heal Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice 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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Mini P.E.K.K.A Rage

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 Heal Spirit

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.

Mirror Electro Spirit Fire Spirit Ice Spirit Heal Spirit Rage The Log Mini P.E.K.K.A

Shortest cycle

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

3 Mirror Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 1 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.

Electro Spirit
Fire Spirit
Mini P.E.K.K.A
Ice Spirit
Mini P.E.K.K.A
Heal Spirit
Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Ice Spirit Heal Spirit Mirror Rage The Log
Mirror
The Log Mini P.E.K.K.A
Rage
Mini P.E.K.K.A
The Log
Mirror Mini P.E.K.K.A

Defense Synergies 2 7

Electro Spirit
The Log
Fire Spirit
Ice Spirit Mini P.E.K.K.A The Log
Ice Spirit
Mini P.E.K.K.A Fire Spirit The Log
Heal Spirit
Mini P.E.K.K.A
Ice Spirit The Log Fire Spirit Mirror
Mirror
Mini P.E.K.K.A The Log
Rage
The Log
Mini P.E.K.K.A Electro Spirit Fire Spirit Ice Spirit Mirror

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.

The Log
Mini P.E.K.K.A Ice Spirit The Log
Mini P.E.K.K.A Fire Spirit
Mini P.E.K.K.A
Mini P.E.K.K.A The Log
The Log Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit
Electro Spirit The Log
Mini P.E.K.K.A
Fire Spirit Ice Spirit Mini P.E.K.K.A
Electro Spirit The Log
Mini P.E.K.K.A Fire Spirit Ice Spirit The Log
Fire Spirit Electro Spirit Ice Spirit Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Ice Spirit Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit The Log
The Log Electro Spirit Fire Spirit Ice Spirit
Mini P.E.K.K.A
Electro Spirit Fire Spirit 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.

Mini P.E.K.K.A
Mini P.E.K.K.A The Log
Ice Spirit Mini P.E.K.K.A The Log
Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Fire Spirit Electro Spirit Ice Spirit
Mini P.E.K.K.A
Mini P.E.K.K.A
Electro Spirit Ice Spirit Mini P.E.K.K.A The Log
Mini P.E.K.K.A
The Log
Mini P.E.K.K.A
Electro Spirit Ice Spirit Mini P.E.K.K.A The Log
Electro Spirit Mini P.E.K.K.A The Log
Electro Spirit

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
The Log
Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit The Log
The Log Fire Spirit Ice Spirit
The Log
Fire Spirit Mini P.E.K.K.A
The Log
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A The Log
Fire Spirit The Log
The Log
The Log
The Log
The Log Electro Spirit Fire Spirit Ice Spirit
The Log
The Log
The Log
Fire Spirit
Electro Spirit Ice Spirit
Mini P.E.K.K.A
The Log
Electro Spirit Ice Spirit
The Log
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
The Log
Mini P.E.K.K.A
The Log
Electro Spirit Ice Spirit The Log
The Log

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