My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Baby Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight Baby Dragon 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

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 Knight Baby Dragon 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
Archers Skeleton Army
Giant Snowball
Fire Spirit Archers Cannon Skeleton Army Baby Dragon
Zap
Fire Spirit Archers Cannon Skeleton Army
Barbarian Barrel
Fire Spirit Archers Knight Cannon Skeleton Army
The Log
Fire Spirit Archers Cannon Skeleton Army
Earthquake
Archers Cannon Skeleton Army
Arrows
Fire Spirit Archers Skeleton Army
Royal Delivery
Fire Spirit Archers Knight Skeleton Army Baby Dragon P.E.K.K.A
Fireball
Archers Cannon Skeleton Army Baby Dragon
Poison
Archers Cannon Skeleton Army
Lightning
Knight Cannon Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon

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 Knight Skeleton Army Baby Dragon P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Fire Spirit Zap Archers Knight Cannon Skeleton Army Baby Dragon P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Archers Knight

Attack Synergies 4 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.

Fire Spirit
P.E.K.K.A Zap Knight Baby Dragon
Zap
P.E.K.K.A Fire Spirit Archers Knight Baby Dragon
Archers
Knight Zap Baby Dragon P.E.K.K.A
Knight
Archers Baby Dragon Fire Spirit Zap
Cannon
Skeleton Army
Baby Dragon
Knight Fire Spirit Zap Archers P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Archers Baby Dragon

Defense Synergies 4 16

Fire Spirit
Knight Zap P.E.K.K.A
Zap
Cannon Fire Spirit Archers Knight Skeleton Army Baby Dragon P.E.K.K.A
Archers
Knight Zap Cannon Skeleton Army Baby Dragon P.E.K.K.A
Knight
Fire Spirit Archers Cannon Zap Skeleton Army Baby Dragon
Cannon
Zap Knight Archers Skeleton Army Baby Dragon
Skeleton Army
Zap Archers Knight Cannon
Baby Dragon
Zap Archers Knight Cannon P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Archers Baby Dragon

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 Knight Cannon Baby Dragon
Skeleton Army P.E.K.K.A Zap Knight Cannon
Cannon Skeleton Army P.E.K.K.A Fire Spirit Archers Knight
Cannon Skeleton Army P.E.K.K.A Knight
Skeleton Army P.E.K.K.A
Skeleton Army Fire Spirit Zap Archers Cannon Baby Dragon
Fire Spirit Zap Archers Cannon Baby Dragon
Zap Cannon Baby Dragon P.E.K.K.A
Cannon P.E.K.K.A Skeleton Army
Knight Skeleton Army Fire Spirit Archers Cannon
Archers Skeleton Army Zap Knight Cannon Baby Dragon
Zap Archers Baby Dragon
Cannon Skeleton Army P.E.K.K.A Fire Spirit Zap Knight
Fire Spirit Skeleton Army Zap Cannon Baby Dragon P.E.K.K.A
Skeleton Army P.E.K.K.A Knight Cannon
Skeleton Army Zap Cannon P.E.K.K.A
Knight Cannon Skeleton Army P.E.K.K.A
Fire Spirit Cannon Zap Archers Knight Skeleton Army Baby Dragon
Zap Baby Dragon Fire Spirit Archers Knight Cannon
P.E.K.K.A Cannon
Skeleton Army Fire Spirit Archers Knight Cannon Baby Dragon P.E.K.K.A
P.E.K.K.A Cannon Skeleton Army

Counters to secondary win conditions

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

Knight Skeleton Army Zap Archers P.E.K.K.A
Zap Archers Knight Baby Dragon
Skeleton Army P.E.K.K.A Zap Knight
Skeleton Army P.E.K.K.A Zap Knight
P.E.K.K.A Knight Cannon Skeleton Army
Fire Spirit Zap Archers Baby Dragon
Skeleton Army P.E.K.K.A Archers Knight
P.E.K.K.A Knight Skeleton Army
Zap P.E.K.K.A Knight Skeleton Army Baby Dragon
P.E.K.K.A Cannon Skeleton Army
P.E.K.K.A Knight
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Knight Cannon
Archers Cannon Skeleton Army Baby Dragon
Skeleton Army Zap Archers Knight Baby Dragon P.E.K.K.A
Zap Archers Cannon Baby Dragon P.E.K.K.A
Zap Cannon

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.)

Knight Baby Dragon
Zap Baby Dragon
Baby Dragon
Knight
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Baby Dragon
Fire Spirit Archers Baby Dragon
Fire Spirit Zap Baby Dragon
Zap
Fire Spirit
Zap Knight
Fire Spirit Zap Archers Baby Dragon
Fire Spirit Knight Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Fire Spirit Zap Archers Baby Dragon
Fire Spirit Zap Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Fire Spirit Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Fire Spirit Zap Archers Baby Dragon
Zap
Zap
Zap
P.E.K.K.A
Zap Fire Spirit Archers Skeleton Army
Fire Spirit Zap Archers Baby Dragon
Knight Baby Dragon
Zap Baby Dragon
Zap
P.E.K.K.A
Zap Baby Dragon
Zap
Zap Baby Dragon
P.E.K.K.A

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