My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

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 Archers

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 Archers Mighty Miner

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

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.

Fire Spirit Ice Spirit Heal Spirit Mini P.E.K.K.A Mighty Miner

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.

Mini P.E.K.K.A Mighty Miner

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit

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.

Fire Spirit Ice Spirit Heal Spirit Mini P.E.K.K.A Mighty Miner

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Fire Spirit Ice Spirit Heal Spirit Archers Mini P.E.K.K.A Mighty Miner

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

Attack Synergies 0 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.

Skeletons
Fire Spirit
Mini P.E.K.K.A
Ice Spirit
Archers Mini P.E.K.K.A
Archers
Ice Spirit Heal Spirit Mini P.E.K.K.A
Heal Spirit
Archers Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Ice Spirit Archers Heal Spirit Mirror
Mirror
Mini P.E.K.K.A
Mighty Miner

Defense Synergies 1 9

Skeletons
Fire Spirit Ice Spirit Archers Mini P.E.K.K.A
Fire Spirit
Skeletons Ice Spirit Mini P.E.K.K.A
Ice Spirit
Mini P.E.K.K.A Skeletons Fire Spirit Archers
Archers
Skeletons Ice Spirit Mini P.E.K.K.A
Heal Spirit
Mini P.E.K.K.A
Ice Spirit Skeletons Fire Spirit Archers Mirror
Mirror
Mini P.E.K.K.A
Mighty Miner

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.

Mini P.E.K.K.A Skeletons Ice Spirit
Mini P.E.K.K.A Skeletons Fire Spirit Archers
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A
Skeletons Fire Spirit Archers
Fire Spirit Ice Spirit Archers
Mini P.E.K.K.A Mighty Miner Skeletons
Skeletons Fire Spirit Ice Spirit Archers Mini P.E.K.K.A
Archers Skeletons
Archers
Mini P.E.K.K.A Skeletons Fire Spirit Ice Spirit
Fire Spirit Ice Spirit Mini P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Mini P.E.K.K.A
Skeletons Mini P.E.K.K.A
Fire Spirit Ice Spirit Archers
Fire Spirit Ice Spirit Archers
Mini P.E.K.K.A
Fire Spirit Archers Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Archers
Archers Mini P.E.K.K.A
Skeletons Ice Spirit Mini P.E.K.K.A
Mini P.E.K.K.A
Skeletons Mini P.E.K.K.A Mighty Miner
Fire Spirit Skeletons Ice Spirit Archers
Mini P.E.K.K.A Skeletons Archers
Mini P.E.K.K.A Mighty Miner
Skeletons Ice Spirit Mini P.E.K.K.A
Skeletons
Mini P.E.K.K.A
Mini P.E.K.K.A Skeletons
Archers
Skeletons Ice Spirit Archers Mini P.E.K.K.A Mighty Miner
Archers Mini P.E.K.K.A Mighty Miner

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.)

Fire Spirit
Fire Spirit Ice Spirit
Fire Spirit Archers
Fire Spirit Ice Spirit
Fire Spirit Mini P.E.K.K.A
Fire Spirit Archers
Fire Spirit
Mini P.E.K.K.A
Fire Spirit Archers Mini P.E.K.K.A
Fire Spirit
Fire Spirit Ice Spirit
Fire Spirit Archers
Ice Spirit
Mini P.E.K.K.A
Ice Spirit
Mighty Miner
Fire Spirit Ice Spirit Archers
Fire Spirit Archers
Mini P.E.K.K.A
Ice Spirit

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