My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Inferno Dragon

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.

Archers P.E.K.K.A Inferno Dragon

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 Fireball The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit 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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball The Log

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 Arrows Skeleton Army P.E.K.K.A Inferno Dragon

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.

Fireball 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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Archers Arrows Skeleton Army Fireball Inferno Dragon P.E.K.K.A

Shortest cycle

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

9 Electro Spirit The Log Archers Arrows

Attack Synergies 2 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.

Electro Spirit
Fireball P.E.K.K.A
Archers
Arrows P.E.K.K.A Inferno Dragon
Arrows
Fireball P.E.K.K.A Archers
Fireball
Arrows Electro Spirit The Log
Skeleton Army
P.E.K.K.A
Arrows Electro Spirit Archers The Log
The Log
Fireball P.E.K.K.A
Inferno Dragon
Archers

Defense Synergies 2 9

Electro Spirit
The Log
Archers
Skeleton Army P.E.K.K.A The Log
Arrows
Fireball P.E.K.K.A
Fireball
The Log Arrows
Skeleton Army
Archers The Log Inferno Dragon
P.E.K.K.A
The Log Archers Arrows
The Log
Fireball P.E.K.K.A Electro Spirit Archers Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army The Log

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.

Fireball The Log
Skeleton Army P.E.K.K.A Inferno Dragon The Log
Skeleton Army P.E.K.K.A Archers Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon
Arrows Fireball Skeleton Army P.E.K.K.A The Log
Arrows Fireball Skeleton Army The Log Electro Spirit Archers
Inferno Dragon Electro Spirit Archers Arrows Fireball
Electro Spirit Arrows Fireball P.E.K.K.A The Log
P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Archers
Archers Skeleton Army Electro Spirit Arrows Fireball The Log
Arrows Inferno Dragon Archers Fireball
Skeleton Army P.E.K.K.A Fireball The Log
Fireball Skeleton Army Electro Spirit Arrows P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army Fireball P.E.K.K.A The Log Inferno Dragon
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Electro Spirit Archers Skeleton Army The Log
Arrows The Log Electro Spirit Archers Fireball Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army Electro Spirit Archers Arrows Fireball P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeleton Army Archers Fireball P.E.K.K.A
Fireball Archers Arrows The Log Inferno Dragon
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Fireball The Log
P.E.K.K.A Skeleton Army Inferno Dragon
Arrows Fireball Electro Spirit Archers
Skeleton Army P.E.K.K.A Archers Fireball
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Electro Spirit Fireball Skeleton Army The Log Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Arrows Fireball The Log
Skeleton Army P.E.K.K.A Fireball
Archers Fireball Skeleton Army
Skeleton Army Electro Spirit Archers Fireball P.E.K.K.A The Log Inferno Dragon
Arrows Electro Spirit Archers Fireball P.E.K.K.A The Log Inferno Dragon
Electro Spirit Arrows Fireball

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.)

Fireball Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Arrows The Log
Arrows Fireball Electro Spirit
Archers Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball
Arrows Fireball The Log
Fireball Archers Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Archers Arrows Fireball The Log
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Electro Spirit Fireball
Inferno Dragon
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Archers Arrows Fireball
Electro Spirit Fireball
Fireball
Arrows Fireball The Log
Electro Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball The Log
Electro Spirit Archers Fireball Skeleton Army
Fireball Archers Arrows
Arrows The Log Fireball
Fireball
Arrows The Log Fireball
Arrows Fireball
P.E.K.K.A
Electro Spirit Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A Inferno Dragon
Fireball

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