My Best Clash Royale Deck

Deck Check Rating

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

2 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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.

Skeletons Bomber Bats Elixir Collector 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.

Missing

Pump responses

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

Elixir Collector

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 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 Bomber Bats
Giant Snowball
Skeletons Fire Spirit Bomber Bats
Zap
Skeletons Fire Spirit Bomber Bats
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Bomber
The Log
Skeletons Electro Spirit Fire Spirit Bomber
Earthquake
Skeletons Bomber Elixir Collector
Arrows
Skeletons Electro Spirit Fire Spirit Bomber Bats
Royal Delivery
Skeletons Electro Spirit Fire Spirit Bomber Bats P.E.K.K.A
Fireball
Bomber Elixir Collector
Poison
Bomber Bats Elixir Collector
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber

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 Bats Elixir Collector P.E.K.K.A

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Fire Spirit Bomber Bats Elixir Collector P.E.K.K.A

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 1 4

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
P.E.K.K.A
Fire Spirit
P.E.K.K.A
Bomber
Bats P.E.K.K.A
Bats
Bomber P.E.K.K.A
Elixir Collector
Mirror
P.E.K.K.A
Fire Spirit Electro Spirit Bomber Bats

Defense Synergies 0 9

Skeletons
Electro Spirit Fire Spirit Bomber Bats P.E.K.K.A
Electro Spirit
Skeletons
Fire Spirit
Skeletons P.E.K.K.A
Bomber
Skeletons Bats P.E.K.K.A
Bats
Skeletons Bomber P.E.K.K.A
Elixir Collector
Mirror
P.E.K.K.A
Skeletons Fire Spirit Bomber Bats

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.

Bomber
P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Fire Spirit Bomber Bats
P.E.K.K.A Skeletons Bats
Bomber P.E.K.K.A
Skeletons Electro Spirit Fire Spirit Bomber Bats
Bats Electro Spirit Fire Spirit
Electro Spirit P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Fire Spirit Bomber
Bats Skeletons Electro Spirit Bomber
Bats
P.E.K.K.A Skeletons Fire Spirit Bomber Bats
Fire Spirit Bomber Electro Spirit Bats P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Skeletons Bomber Bats P.E.K.K.A
Fire Spirit Electro Spirit Bomber Bats
Electro Spirit Fire Spirit Bomber Bats
P.E.K.K.A
Bomber Electro Spirit Fire Spirit Bats P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Bomber
P.E.K.K.A Skeletons Bats
P.E.K.K.A Bats
P.E.K.K.A Skeletons
Fire Spirit Skeletons Electro Spirit Bats
P.E.K.K.A Skeletons Bats
P.E.K.K.A
P.E.K.K.A Skeletons Electro Spirit Bats
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Skeletons
Bomber
Skeletons Electro Spirit Bomber Bats P.E.K.K.A
Bats Electro Spirit Bomber P.E.K.K.A
Electro Spirit Bomber

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.)

Bomber Fire Spirit
Electro Spirit Fire Spirit Bats
Fire Spirit Bomber
Fire Spirit
Fire Spirit Bats
Fire Spirit
Fire Spirit
Bomber
Bomber Bats
Fire Spirit Bomber
Fire Spirit Bomber
Electro Spirit Fire Spirit Bomber
Fire Spirit Bats
Electro Spirit Bats
Bomber
Electro Spirit
P.E.K.K.A
Electro Spirit Fire Spirit Bats
Fire Spirit
Bomber
P.E.K.K.A
Electro Spirit Bats
Bats
P.E.K.K.A

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