My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Minions Zappies Hunter Ice Wizard

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.

Zappies Hunter Ice Wizard

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

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 Mini 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.

Mini P.E.K.K.A

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
Minions
Giant Snowball
Fire Spirit Minions Zappies
Zap
Fire Spirit Minions Zappies
Barbarian Barrel
Fire Spirit Zappies Hunter Ice Wizard
The Log
Fire Spirit Mini P.E.K.K.A Zappies Hunter
Earthquake
Zappies
Arrows
Fire Spirit Minions Zappies
Royal Delivery
Fire Spirit Minions Mini P.E.K.K.A Zappies Hunter Ice Wizard
Fireball
Minions Zappies Hunter Ice Wizard
Poison
Minions Zappies Hunter Ice Wizard
Lightning
Mini P.E.K.K.A Hunter Ice Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Hunter Ice Wizard

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 Mini P.E.K.K.A Ice Wizard

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 Minions Ice Wizard

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.

Mirror Fire Spirit Zap Minions Ice Wizard Mini P.E.K.K.A Zappies Hunter

Shortest cycle

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

6 Mirror Fire Spirit Zap Minions

Attack Synergies 1 11

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.

Fire Spirit
Zap Mini P.E.K.K.A
Zap
Mirror Fire Spirit Minions Mini P.E.K.K.A Zappies Hunter Ice Wizard
Minions
Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Zap Minions Mirror Hunter Ice Wizard
Zappies
Zap
Mirror
Zap Mini P.E.K.K.A
Hunter
Zap Mini P.E.K.K.A
Ice Wizard
Zap Mini P.E.K.K.A

Defense Synergies 2 16

Fire Spirit
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Mirror Fire Spirit Minions Zappies Hunter Ice Wizard
Minions
Zap Zappies Hunter Ice Wizard
Mini P.E.K.K.A
Zap Fire Spirit Mirror Hunter Ice Wizard
Zappies
Zap Minions Mirror
Mirror
Zap Mini P.E.K.K.A Zappies Hunter Ice Wizard
Hunter
Zap Minions Mini P.E.K.K.A Mirror Ice Wizard
Ice Wizard
Zap Minions Mini P.E.K.K.A Mirror Hunter

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 Minions Zappies
Mini P.E.K.K.A Hunter Zap Minions Zappies Ice Wizard
Mini P.E.K.K.A Hunter Fire Spirit Minions Zappies Ice Wizard
Mini P.E.K.K.A Hunter Minions Zappies Ice Wizard
Mini P.E.K.K.A
Fire Spirit Zap Minions Zappies Hunter Ice Wizard
Minions Hunter Fire Spirit Zap Zappies Ice Wizard
Zap
Mini P.E.K.K.A Zappies Hunter Minions Ice Wizard
Fire Spirit Mini P.E.K.K.A Zappies Hunter Ice Wizard
Minions Ice Wizard Zap Zappies Hunter
Minions Hunter Zap Zappies Ice Wizard
Mini P.E.K.K.A Hunter Fire Spirit Zap Minions Zappies Ice Wizard
Fire Spirit Zap Minions Mini P.E.K.K.A Zappies Hunter
Mini P.E.K.K.A Zappies Hunter
Zap Mini P.E.K.K.A Zappies Hunter
Minions Mini P.E.K.K.A Zappies Hunter
Fire Spirit Zap Minions Zappies Hunter Ice Wizard
Zap Hunter Fire Spirit Minions Zappies Ice Wizard
Mini P.E.K.K.A Zappies Hunter
Fire Spirit Minions Mini P.E.K.K.A Zappies Hunter
Mini P.E.K.K.A Hunter

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Zappies
Zap Mini P.E.K.K.A Hunter
Zappies Zap Minions Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter Zap Zappies
Mini P.E.K.K.A Zappies Hunter
Fire Spirit Zap Minions Zappies Hunter Ice Wizard
Mini P.E.K.K.A Minions Zappies Hunter Ice Wizard
Mini P.E.K.K.A Zappies Hunter
Zap Minions Mini P.E.K.K.A Zappies
Zappies
Minions Mini P.E.K.K.A Zappies Hunter
Zap
Mini P.E.K.K.A Zappies Hunter
Zappies
Zappies Zap Minions Mini P.E.K.K.A Hunter
Minions Zap Mini P.E.K.K.A Zappies Hunter Ice Wizard
Zap Ice Wizard

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.)

Zap Ice Wizard
Fire Spirit Zap
Fire Spirit Zap Minions Hunter Ice Wizard
Fire Spirit
Fire Spirit Zap Hunter Ice Wizard
Zap
Fire Spirit Minions Mini P.E.K.K.A
Zap
Fire Spirit Zap
Fire Spirit Hunter
Minions
Zap
Zap Hunter
Minions Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A Hunter
Fire Spirit Zap
Minions
Zap
Zap Fire Spirit Hunter Ice Wizard
Zap Hunter Ice Wizard
Zap
Zap
Fire Spirit Zap Hunter Ice Wizard
Zap Minions Zappies
Mini P.E.K.K.A
Zap Hunter
Zap Zappies
Zap Fire Spirit Minions Zappies
Fire Spirit Zap Zappies Hunter Ice Wizard
Mini P.E.K.K.A Hunter
Zap
Zap
Zap Minions Zappies
Zap Zappies
Zap

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