My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Goblin Curse Electro Wizard Night Witch Mother Witch Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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!
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 Firecracker

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 Firecracker 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.

Rage The Log

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 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 Firecracker

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 Firecracker
Barbarian Barrel
Electro Spirit Fire Spirit Firecracker
The Log
Electro Spirit Fire Spirit Firecracker
Earthquake
Firecracker
Arrows
Electro Spirit Fire Spirit Bats Firecracker
Royal Delivery
Electro Spirit Fire Spirit Bats Firecracker P.E.K.K.A
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Firecracker 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 Bats Rage 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.

Mediocre

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 Bats Rage The Log Firecracker P.E.K.K.A

Shortest cycle

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

4 Mirror Electro Spirit Fire Spirit Bats

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.

Electro Spirit
P.E.K.K.A
Fire Spirit
P.E.K.K.A
Bats
Firecracker Rage P.E.K.K.A
Firecracker
Bats Mirror P.E.K.K.A
Mirror
The Log Firecracker
Rage
Bats
P.E.K.K.A
Fire Spirit Electro Spirit Bats Firecracker The Log
The Log
Mirror P.E.K.K.A

Defense Synergies 2 10

Electro Spirit
The Log
Fire Spirit
Firecracker P.E.K.K.A The Log
Bats
Firecracker P.E.K.K.A The Log
Firecracker
The Log Fire Spirit Bats Mirror P.E.K.K.A
Mirror
Firecracker The Log
Rage
P.E.K.K.A
The Log Fire Spirit Bats Firecracker
The Log
Firecracker P.E.K.K.A Electro Spirit Fire Spirit Bats 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.

Firecracker The Log
P.E.K.K.A Bats Firecracker The Log
P.E.K.K.A Fire Spirit Bats
P.E.K.K.A Bats Firecracker
Firecracker P.E.K.K.A The Log
The Log Electro Spirit Fire Spirit Bats Firecracker
Bats Electro Spirit Fire Spirit Firecracker
Electro Spirit P.E.K.K.A The Log
P.E.K.K.A
Fire Spirit Firecracker
Bats Electro Spirit Firecracker The Log
Bats Firecracker
P.E.K.K.A Fire Spirit Bats The Log
Fire Spirit Electro Spirit Bats Firecracker P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Bats Firecracker P.E.K.K.A
Fire Spirit Electro Spirit Bats Firecracker The Log
The Log Electro Spirit Fire Spirit Bats Firecracker
P.E.K.K.A
Electro Spirit Fire Spirit Bats Firecracker 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.

P.E.K.K.A
Firecracker The Log
P.E.K.K.A Bats The Log
P.E.K.K.A Bats The Log
P.E.K.K.A
Fire Spirit Firecracker Electro Spirit Bats
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Electro Spirit Bats Firecracker The Log
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A The Log
P.E.K.K.A
Firecracker
Electro Spirit Bats Firecracker P.E.K.K.A The Log
Bats Electro Spirit Firecracker 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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Fire Spirit Firecracker The Log
Firecracker Electro Spirit Fire Spirit Bats
Fire Spirit Firecracker The Log
The Log Fire Spirit Firecracker
The Log Firecracker
Fire Spirit Bats
Firecracker The Log
Fire Spirit Firecracker
Fire Spirit Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Fire Spirit Firecracker The Log
Fire Spirit Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Electro Spirit Fire Spirit
Firecracker The Log
The Log
Firecracker The Log
Fire Spirit Bats Firecracker
Electro Spirit Bats Firecracker
The Log
Electro Spirit Firecracker
P.E.K.K.A
Firecracker The Log
Electro Spirit Fire Spirit Bats
Fire Spirit Firecracker
The Log
Firecracker
The Log Firecracker
Firecracker P.E.K.K.A
Electro Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log

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