My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit 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.

Ice Spirit Knight Wizard 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 Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows Fireball 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.

Electro Spirit Fire Spirit Ice Spirit Arrows Knight 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.

Fireball

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 Fireball 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Ice Spirit Arrows Knight Fireball Wizard P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Fire Spirit Ice Spirit Arrows

Attack Synergies 5 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
Fire Spirit
P.E.K.K.A Knight
Ice Spirit
Knight P.E.K.K.A
Arrows
Fireball P.E.K.K.A Knight
Knight
Ice Spirit Fire Spirit Arrows Fireball Wizard
Fireball
Arrows Electro Spirit Knight
Wizard
Knight P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Arrows Electro Spirit Wizard

Defense Synergies 1 12

Electro Spirit
Fire Spirit
Knight Ice Spirit P.E.K.K.A
Ice Spirit
Fire Spirit Knight Fireball Wizard P.E.K.K.A
Arrows
Knight Fireball P.E.K.K.A
Knight
Fire Spirit Ice Spirit Arrows Fireball Wizard
Fireball
Ice Spirit Arrows Knight
Wizard
Ice Spirit Knight P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Arrows Wizard

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.

Knight Fireball Wizard
P.E.K.K.A Ice Spirit Knight
P.E.K.K.A Fire Spirit Knight
P.E.K.K.A Knight
Arrows Fireball P.E.K.K.A
Arrows Fireball Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Arrows Fireball Wizard
Electro Spirit Arrows Fireball P.E.K.K.A
P.E.K.K.A
Knight Fire Spirit Ice Spirit
Electro Spirit Arrows Knight Fireball Wizard
Arrows Fireball Wizard
P.E.K.K.A Fire Spirit Ice Spirit Knight Fireball Wizard
Fire Spirit Fireball Wizard Electro Spirit Ice Spirit Arrows P.E.K.K.A
P.E.K.K.A Knight
Ice Spirit Fireball P.E.K.K.A
Wizard Arrows Knight Fireball P.E.K.K.A
Fire Spirit Ice Spirit Arrows Fireball Electro Spirit Knight Wizard
Arrows Wizard Electro Spirit Fire Spirit Ice Spirit Knight Fireball
P.E.K.K.A
Wizard Electro Spirit Fire Spirit Arrows Knight Fireball P.E.K.K.A

Counters to secondary win conditions

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

Knight Fireball P.E.K.K.A
Fireball Arrows Knight Wizard
P.E.K.K.A Ice Spirit Knight
P.E.K.K.A Knight Fireball
P.E.K.K.A Knight
Fire Spirit Arrows Fireball Wizard Electro Spirit Ice Spirit
P.E.K.K.A Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Electro Spirit Ice Spirit Knight Fireball
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Arrows Fireball
P.E.K.K.A Knight Fireball Wizard
Wizard Fireball
Electro Spirit Ice Spirit Knight Fireball P.E.K.K.A
Arrows Electro Spirit Fireball Wizard P.E.K.K.A
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 Knight
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball
Fireball Wizard Fire Spirit Arrows
Arrows Fireball Wizard Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows Wizard
Arrows Fireball Fire Spirit Ice Spirit Wizard
Arrows Fireball Wizard
Fire Spirit Fireball
Arrows Knight Fireball Wizard
Fireball Fire Spirit Arrows Wizard
Fire Spirit Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Fire Spirit Arrows Fireball Wizard
Fire Spirit Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Electro Spirit Fire Spirit Ice Spirit Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Fire Spirit Arrows Fireball Wizard
Electro Spirit Ice Spirit Fireball Wizard
Fireball
Arrows Fireball Wizard
Electro Spirit Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Electro Spirit Fire Spirit Ice Spirit Fireball
Fireball Fire Spirit Arrows Wizard
Arrows Fireball
Fireball Knight Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Electro Spirit Ice Spirit Fireball
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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