My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!

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 Phoenix

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 P.E.K.K.A Phoenix

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 Arrows Rage

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 Phoenix

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Arrows

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 Arrows 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Zap Rage Arrows Phoenix P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Zap

Attack Synergies 4 8

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
Zap P.E.K.K.A Phoenix
Fire Spirit
P.E.K.K.A Zap Phoenix
Zap
Arrows P.E.K.K.A Electro Spirit Fire Spirit Phoenix
Arrows
Zap P.E.K.K.A Phoenix
Rage
Phoenix
P.E.K.K.A
Fire Spirit Zap Arrows Electro Spirit
Phoenix
Electro Spirit Fire Spirit Zap Arrows Rage

Defense Synergies 0 15

Skeletons
Electro Spirit Fire Spirit Zap P.E.K.K.A Phoenix
Electro Spirit
Skeletons Zap Phoenix
Fire Spirit
Skeletons Zap P.E.K.K.A Phoenix
Zap
Skeletons Electro Spirit Fire Spirit Arrows P.E.K.K.A Phoenix
Arrows
Zap P.E.K.K.A Phoenix
Rage
P.E.K.K.A
Skeletons Fire Spirit Zap Arrows
Phoenix
Skeletons Electro Spirit Fire Spirit Zap Arrows

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
P.E.K.K.A Skeletons Zap Phoenix
P.E.K.K.A Skeletons Fire Spirit
P.E.K.K.A Skeletons Phoenix
Arrows P.E.K.K.A
Arrows Skeletons Electro Spirit Fire Spirit Zap
Electro Spirit Fire Spirit Zap Arrows Phoenix
Electro Spirit Zap Arrows P.E.K.K.A Phoenix
P.E.K.K.A Skeletons Phoenix
Skeletons Fire Spirit Phoenix
Skeletons Electro Spirit Zap Arrows
Arrows Zap Phoenix
P.E.K.K.A Skeletons Fire Spirit Zap
Fire Spirit Electro Spirit Zap Arrows P.E.K.K.A
P.E.K.K.A Phoenix
Zap P.E.K.K.A
Skeletons Arrows P.E.K.K.A
Fire Spirit Arrows Electro Spirit Zap
Zap Arrows Electro Spirit Fire Spirit
P.E.K.K.A Phoenix
Electro Spirit Fire Spirit Arrows P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A
Zap Arrows Phoenix
P.E.K.K.A Skeletons Zap
P.E.K.K.A Zap Phoenix
P.E.K.K.A Skeletons Phoenix
Fire Spirit Arrows Skeletons Electro Spirit Zap
P.E.K.K.A Skeletons Phoenix
P.E.K.K.A Phoenix
Zap P.E.K.K.A Skeletons Electro Spirit Phoenix
P.E.K.K.A Skeletons Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Zap Arrows Phoenix
P.E.K.K.A Skeletons
Phoenix Skeletons Electro Spirit Zap P.E.K.K.A
Arrows Electro Spirit Zap P.E.K.K.A Phoenix
Electro Spirit Zap Arrows

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.)

Arrows
Arrows Zap
Arrows
Arrows
Fire Spirit Zap Arrows
Arrows Electro Spirit Fire Spirit Zap
Fire Spirit Arrows
Arrows Fire Spirit Zap
Arrows Zap
Fire Spirit
Zap Arrows
Fire Spirit Zap Arrows
Fire Spirit
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Fire Spirit Zap Arrows
Fire Spirit Zap Arrows
Arrows
Zap Arrows
Zap Arrows Electro Spirit Fire Spirit
Arrows Zap
Zap Arrows
Zap Arrows
Fire Spirit Zap Arrows
Zap Electro Spirit
Zap Arrows
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows
Zap Electro Spirit Fire Spirit
Fire Spirit Zap Arrows
Arrows
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Electro Spirit
Zap
Zap
P.E.K.K.A

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