My Best Clash Royale Deck

Deck Check Rating

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

5 problems 3 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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 Royal Recruits P.E.K.K.A Mega Knight

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.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Recruits Mega Knight

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 Royal Recruits Heal Spirit P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Mega Knight

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 Royal Recruits Heal Spirit Clone P.E.K.K.A Mega Knight

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 Heal 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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Clone Royal Recruits P.E.K.K.A Mega Knight

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 2 8

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
P.E.K.K.A
Fire Spirit
P.E.K.K.A Royal Recruits
Ice Spirit
P.E.K.K.A Royal Recruits Mega Knight
Royal Recruits
Fire Spirit Ice Spirit Heal Spirit Clone
Heal Spirit
Royal Recruits P.E.K.K.A Mega Knight
Clone
Royal Recruits
P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit Heal Spirit
Mega Knight
Ice Spirit Heal Spirit

Defense Synergies 0 6

Electro Spirit
Fire Spirit
Ice Spirit Royal Recruits P.E.K.K.A
Ice Spirit
Fire Spirit Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits
Fire Spirit Ice Spirit
Heal Spirit
Clone
P.E.K.K.A
Fire Spirit Ice Spirit
Mega Knight
Ice Spirit

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.

Royal Recruits
P.E.K.K.A Ice Spirit Royal Recruits Mega Knight
P.E.K.K.A Mega Knight Fire Spirit Royal Recruits
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Electro Spirit Fire Spirit Mega Knight
Electro Spirit Fire Spirit Ice Spirit
Electro Spirit Royal Recruits P.E.K.K.A Mega Knight
P.E.K.K.A Royal Recruits
Fire Spirit Ice Spirit Royal Recruits Mega Knight
Electro Spirit Royal Recruits Mega Knight
Royal Recruits P.E.K.K.A Mega Knight Fire Spirit Ice Spirit
Fire Spirit Mega Knight Electro Spirit Ice Spirit Royal Recruits P.E.K.K.A
Royal Recruits P.E.K.K.A Mega Knight
Ice Spirit Royal Recruits P.E.K.K.A Mega Knight
Mega Knight Royal Recruits P.E.K.K.A
Fire Spirit Ice Spirit Mega Knight Electro Spirit Royal Recruits
Electro Spirit Fire Spirit Ice Spirit Royal Recruits Mega Knight
P.E.K.K.A Royal Recruits
Royal Recruits Mega Knight Electro Spirit Fire Spirit P.E.K.K.A

Counters to secondary win conditions

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

Royal Recruits Mega Knight P.E.K.K.A
Mega Knight
Royal Recruits P.E.K.K.A Mega Knight Ice Spirit
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Fire Spirit Electro Spirit Ice Spirit
Royal Recruits P.E.K.K.A
P.E.K.K.A Mega Knight Royal Recruits
Royal Recruits P.E.K.K.A Mega Knight Electro Spirit Ice Spirit
Royal Recruits P.E.K.K.A
P.E.K.K.A Mega Knight Royal Recruits
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Royal Recruits Mega Knight
Royal Recruits Electro Spirit Ice Spirit P.E.K.K.A
Mega Knight Electro Spirit Royal Recruits P.E.K.K.A
Electro Spirit

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.)

Royal Recruits
Royal Recruits
Fire Spirit Mega Knight
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
Fire Spirit Ice Spirit
Fire Spirit
Royal Recruits
Fire Spirit
Fire Spirit
Royal Recruits Mega Knight
Fire Spirit Mega Knight
Fire Spirit Mega Knight
Mega Knight
Royal Recruits
Electro Spirit Fire Spirit Ice Spirit Mega Knight
Mega Knight
Fire Spirit
Electro Spirit Ice Spirit
Mega Knight
Electro Spirit Ice Spirit
P.E.K.K.A Mega Knight
Electro Spirit Fire Spirit Ice Spirit Royal Recruits
Fire Spirit
Mega Knight
Royal Recruits P.E.K.K.A Mega Knight
Electro Spirit Ice Spirit Royal Recruits
Royal Recruits Mega Knight
P.E.K.K.A
Mega Knight

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