My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Little Prince

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Firecracker Little Prince

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 Rune Giant P.E.K.K.A Little Prince

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Rune Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage Tornado

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.

Heal Spirit Rune Giant 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
Bats
Giant Snowball
Bats Little Prince
Zap
Bats Firecracker Little Prince
Barbarian Barrel
Firecracker Heal Spirit Little Prince
The Log
Firecracker Heal Spirit Little Prince
Earthquake
Firecracker
Arrows
Bats Firecracker Heal Spirit Little Prince
Royal Delivery
Bats Firecracker Heal Spirit P.E.K.K.A Little Prince
Fireball
Firecracker Little Prince
Poison
Bats Firecracker Little Prince
Lightning
Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado

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.

Bats Heal Spirit Rage Tornado Rune Giant 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bats Rage Firecracker Tornado Little Prince Rune Giant P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Bats Rage Firecracker

Attack Synergies 1 9

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.

Bats
Firecracker Rage Rune Giant P.E.K.K.A
Firecracker
Bats Tornado Rune Giant P.E.K.K.A
Heal Spirit
P.E.K.K.A
Rage
Bats
Tornado
P.E.K.K.A Firecracker
Rune Giant
Bats Firecracker Little Prince
P.E.K.K.A
Tornado Bats Firecracker Heal Spirit
Little Prince
Rune Giant

Defense Synergies 1 5

Bats
Firecracker P.E.K.K.A
Firecracker
Bats Tornado P.E.K.K.A
Heal Spirit
Rage
Tornado
P.E.K.K.A Firecracker Little Prince
Rune Giant
P.E.K.K.A
Tornado Bats Firecracker
Little Prince
Tornado

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
P.E.K.K.A Bats Firecracker
Tornado P.E.K.K.A Bats
P.E.K.K.A Bats Firecracker
Firecracker Tornado P.E.K.K.A
Tornado Bats Firecracker
Bats Tornado Firecracker Little Prince
P.E.K.K.A
P.E.K.K.A Tornado
Tornado Firecracker Little Prince
Bats Firecracker Tornado
Bats Firecracker Tornado
P.E.K.K.A Bats
Bats Firecracker Tornado P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Bats Firecracker Tornado P.E.K.K.A
Bats Firecracker Tornado Little Prince
Tornado Bats Firecracker Little Prince
P.E.K.K.A Tornado
Bats Firecracker P.E.K.K.A Little Prince
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Firecracker
P.E.K.K.A Bats
P.E.K.K.A Bats Tornado
P.E.K.K.A
Firecracker Bats Tornado
P.E.K.K.A Bats
P.E.K.K.A
P.E.K.K.A Bats Firecracker Tornado
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Tornado
P.E.K.K.A
Firecracker
Bats Firecracker Tornado P.E.K.K.A Little Prince
Bats Firecracker P.E.K.K.A

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
Firecracker Tornado
Firecracker
Firecracker
Firecracker Bats Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado
Bats Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Tornado
Bats
Firecracker
Firecracker Tornado Little Prince
Tornado
Tornado
Firecracker Tornado Little Prince
Firecracker Tornado
Tornado
Firecracker Tornado
Bats Firecracker Tornado Little Prince
Bats Firecracker
Firecracker
P.E.K.K.A
Firecracker
Bats
Firecracker Tornado
Firecracker
Firecracker
Tornado
Firecracker P.E.K.K.A
Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Little Prince
P.E.K.K.A
Firecracker

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