My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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.

Spear Goblins 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.

Skeletons Ice Spirit Spear Goblins Knight 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.

Zap Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Ice Spirit Spear Goblins Knight 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.

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
Skeletons Spear Goblins
Giant Snowball
Skeletons Spear Goblins
Zap
Skeletons Spear Goblins Firecracker
Barbarian Barrel
Skeletons Ice Spirit Spear Goblins Knight Firecracker
The Log
Skeletons Ice Spirit Spear Goblins Firecracker
Earthquake
Skeletons Spear Goblins Firecracker
Arrows
Skeletons Ice Spirit Spear Goblins Firecracker
Royal Delivery
Skeletons Ice Spirit Spear Goblins Knight Firecracker P.E.K.K.A
Fireball
Firecracker
Poison
Spear Goblins Firecracker
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Firecracker

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.

Ice Spirit Spear Goblins Knight 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.

Ice 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.

Skeletons Ice Spirit Spear Goblins Zap Knight Firecracker Lightning P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Spear Goblins Zap

Attack Synergies 7 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.

Skeletons
Ice Spirit
Zap Knight P.E.K.K.A Spear Goblins Firecracker
Spear Goblins
Knight Ice Spirit Zap Firecracker
Zap
Ice Spirit Firecracker P.E.K.K.A Spear Goblins Knight
Knight
Ice Spirit Spear Goblins Firecracker Zap
Firecracker
Zap Knight Ice Spirit Spear Goblins P.E.K.K.A
Lightning
P.E.K.K.A
Ice Spirit Zap Firecracker

Defense Synergies 3 17

Skeletons
Ice Spirit Spear Goblins Zap Knight Firecracker P.E.K.K.A
Ice Spirit
Zap Skeletons Spear Goblins Knight Firecracker P.E.K.K.A
Spear Goblins
Knight Skeletons Ice Spirit Zap Firecracker P.E.K.K.A
Zap
Ice Spirit Skeletons Spear Goblins Knight Firecracker P.E.K.K.A
Knight
Spear Goblins Firecracker Skeletons Ice Spirit Zap
Firecracker
Knight Skeletons Ice Spirit Spear Goblins Zap P.E.K.K.A
Lightning
P.E.K.K.A
Skeletons Ice Spirit Spear Goblins Zap Firecracker

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.

Lightning Spear Goblins Zap Knight Firecracker
P.E.K.K.A Skeletons Ice Spirit Zap Knight Firecracker
P.E.K.K.A Skeletons Knight Lightning
P.E.K.K.A Skeletons Knight Firecracker
Lightning Firecracker P.E.K.K.A
Skeletons Spear Goblins Zap Firecracker
Lightning Ice Spirit Spear Goblins Zap Firecracker
Lightning Zap P.E.K.K.A
P.E.K.K.A Skeletons
Knight Skeletons Ice Spirit Spear Goblins Firecracker
Skeletons Spear Goblins Zap Knight Firecracker
Spear Goblins Zap Firecracker
P.E.K.K.A Skeletons Ice Spirit Zap Knight Lightning
Ice Spirit Zap Firecracker P.E.K.K.A
P.E.K.K.A Knight
Ice Spirit Zap Lightning P.E.K.K.A
Skeletons Knight Firecracker P.E.K.K.A
Ice Spirit Spear Goblins Zap Knight Firecracker
Zap Ice Spirit Spear Goblins Knight Firecracker
P.E.K.K.A
Spear Goblins Knight Firecracker P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons Spear Goblins Zap P.E.K.K.A
Zap Knight Firecracker Lightning
P.E.K.K.A Skeletons Ice Spirit Spear Goblins Zap Knight Lightning
Lightning P.E.K.K.A Zap Knight
P.E.K.K.A Skeletons Knight
Firecracker Skeletons Ice Spirit Zap
P.E.K.K.A Skeletons Spear Goblins Knight Lightning
P.E.K.K.A Knight
Zap Lightning P.E.K.K.A Skeletons Ice Spirit Spear Goblins Knight Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A Knight
Lightning P.E.K.K.A Zap
Lightning P.E.K.K.A Skeletons Knight
Firecracker
Skeletons Ice Spirit Spear Goblins Zap Knight Firecracker Lightning P.E.K.K.A
Zap Firecracker P.E.K.K.A
Zap

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.)

Lightning Knight Firecracker
Firecracker Zap
Lightning
Lightning Knight Firecracker
Zap Firecracker
Firecracker Ice Spirit Spear Goblins Zap
Firecracker
Ice Spirit Zap Firecracker Lightning
Zap Firecracker Lightning
Lightning
Firecracker Lightning Zap Knight
Lightning Zap Firecracker
Lightning Knight Firecracker
Lightning Firecracker
Lightning Zap Firecracker
Lightning Spear Goblins Zap Firecracker
Lightning Firecracker
Lightning
Lightning
Lightning Zap Firecracker
Lightning Zap Firecracker
Lightning
Lightning
Lightning
Lightning Zap
Zap Firecracker Ice Spirit
Firecracker Zap Lightning
Lightning Zap
Lightning Zap Firecracker
Lightning Zap Firecracker
Zap Lightning Ice Spirit Firecracker
Lightning
Lightning Zap
Zap Lightning Ice Spirit Firecracker
P.E.K.K.A
Firecracker Lightning
Zap Lightning Ice Spirit Spear Goblins
Lightning Zap Firecracker
Lightning Knight Firecracker
Zap Firecracker Lightning
Lightning Zap
Firecracker P.E.K.K.A
Zap Ice Spirit Firecracker Lightning
Firecracker Zap Lightning
Lightning Zap Firecracker
P.E.K.K.A
Lightning Firecracker

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