My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

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

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 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.

Arrows

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.

Electro Spirit Fire Spirit Ice Spirit Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit 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 Ice Spirit Arrows Mini P.E.K.K.A Skeleton Army 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 Ice 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.

Godly!

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 Ice Spirit Arrows Skeleton Army Mini P.E.K.K.A P.E.K.K.A

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 3 4

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
P.E.K.K.A
Fire Spirit
P.E.K.K.A Mini P.E.K.K.A
Ice Spirit
P.E.K.K.A Mini P.E.K.K.A
Arrows
P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A
Fire Spirit Ice Spirit Arrows
Skeleton Army
P.E.K.K.A
Fire Spirit Ice Spirit Arrows Electro Spirit

Defense Synergies 1 13

Skeletons
Electro Spirit Fire Spirit Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Ice Spirit
Mini P.E.K.K.A Skeletons Fire Spirit Skeleton Army P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Ice Spirit Skeletons Fire Spirit Arrows Skeleton Army
Skeleton Army
Ice Spirit Mini P.E.K.K.A
P.E.K.K.A
Skeletons Fire Spirit Ice Spirit 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.

Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons Ice Spirit
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons Fire Spirit
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons
Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Arrows Skeleton Army Skeletons Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Arrows
Electro Spirit Arrows P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeletons Skeleton Army
Skeleton Army Skeletons Fire Spirit Ice Spirit Mini P.E.K.K.A
Skeleton Army Skeletons Electro Spirit Arrows
Arrows
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons Fire Spirit Ice Spirit
Fire Spirit Skeleton Army Electro Spirit Ice Spirit Arrows Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Skeletons Arrows Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Fire Spirit Ice Spirit Arrows Electro Spirit Skeleton Army
Arrows Electro Spirit Fire Spirit Ice Spirit
Mini P.E.K.K.A P.E.K.K.A
Skeleton Army Electro Spirit Fire Spirit Arrows Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A 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 Skeleton Army Skeletons P.E.K.K.A
Arrows Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Skeletons Ice Spirit Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
P.E.K.K.A Skeletons Mini P.E.K.K.A Skeleton Army
Fire Spirit Arrows Skeletons Electro Spirit Ice Spirit
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
P.E.K.K.A Skeletons Electro Spirit Ice Spirit Mini P.E.K.K.A Skeleton Army
P.E.K.K.A Skeletons Skeleton Army
P.E.K.K.A Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Skeletons
Skeleton Army
Skeleton Army Skeletons Electro Spirit Ice Spirit Mini P.E.K.K.A P.E.K.K.A
Arrows Electro Spirit Mini P.E.K.K.A P.E.K.K.A
Electro Spirit 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
Arrows
Arrows
Fire Spirit Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Fire Spirit Mini P.E.K.K.A
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Mini P.E.K.K.A
Fire Spirit Arrows Mini P.E.K.K.A
Fire Spirit Arrows
Arrows
Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit
Arrows
Arrows
Arrows
Fire Spirit Arrows
Electro Spirit Ice Spirit
Mini P.E.K.K.A
Arrows
Electro Spirit Ice Spirit Arrows
P.E.K.K.A
Arrows
Electro Spirit Fire Spirit Ice Spirit Skeleton Army
Fire Spirit Arrows
Arrows
Mini P.E.K.K.A
Arrows
Arrows
P.E.K.K.A
Electro Spirit Ice Spirit
P.E.K.K.A

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