My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Zappies

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.

Firecracker Battle Ram Zappies

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Void

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 Battle Ram Wall Breakers

Pump responses

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

Fireball Void

Dropped at the bridge

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

Electro Spirit Mini P.E.K.K.A Battle Ram Wall Breakers

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 Firecracker 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
Battle Ram Wall Breakers
Giant Snowball
Battle Ram Zappies Wall Breakers
Zap
Firecracker Battle Ram Zappies Wall Breakers
Barbarian Barrel
Electro Spirit Firecracker Battle Ram Zappies Wall Breakers
The Log
Electro Spirit Firecracker Mini P.E.K.K.A Battle Ram Zappies Wall Breakers
Earthquake
Firecracker Zappies
Arrows
Electro Spirit Firecracker Zappies Wall Breakers
Royal Delivery
Electro Spirit Firecracker Mini P.E.K.K.A Battle Ram Zappies Wall Breakers
Fireball
Firecracker Battle Ram Zappies Wall Breakers
Poison
Firecracker Zappies
Lightning
Mini P.E.K.K.A Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Fireball

Ladder info

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 Mini P.E.K.K.A Battle Ram

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Wall Breakers Firecracker Void Fireball Mini P.E.K.K.A Battle Ram Zappies

Shortest cycle

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

9 Electro Spirit Wall Breakers Firecracker Void

Attack Synergies 0 12

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 Battle Ram Wall Breakers
Firecracker
Mini P.E.K.K.A Battle Ram Zappies Wall Breakers
Fireball
Electro Spirit Battle Ram Wall Breakers
Mini P.E.K.K.A
Firecracker
Battle Ram
Electro Spirit Firecracker Fireball Zappies Wall Breakers
Zappies
Firecracker Battle Ram Wall Breakers
Wall Breakers
Electro Spirit Firecracker Fireball Battle Ram Zappies
Void

Defense Synergies 0 4

Electro Spirit
Firecracker
Mini P.E.K.K.A Zappies
Fireball
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A
Firecracker Fireball
Battle Ram
Zappies
Firecracker Fireball
Wall Breakers
Void

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.

Firecracker Fireball Zappies Void
Mini P.E.K.K.A Firecracker Zappies
Mini P.E.K.K.A Zappies Void
Mini P.E.K.K.A Firecracker Zappies
Firecracker Fireball Mini P.E.K.K.A
Fireball Electro Spirit Firecracker Zappies
Electro Spirit Firecracker Fireball Zappies Void
Electro Spirit Fireball Void
Mini P.E.K.K.A Zappies
Firecracker Mini P.E.K.K.A Zappies
Electro Spirit Firecracker Fireball Zappies
Firecracker Fireball Zappies
Mini P.E.K.K.A Fireball Zappies
Fireball Electro Spirit Firecracker Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies
Fireball Mini P.E.K.K.A Zappies
Firecracker Fireball Mini P.E.K.K.A Zappies
Fireball Electro Spirit Firecracker Zappies
Electro Spirit Firecracker Fireball Zappies
Mini P.E.K.K.A Zappies
Electro Spirit Firecracker Fireball Mini P.E.K.K.A Zappies

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball Zappies Void
Fireball Void Firecracker Mini P.E.K.K.A
Zappies Mini P.E.K.K.A
Mini P.E.K.K.A Fireball Zappies
Mini P.E.K.K.A Zappies
Firecracker Fireball Electro Spirit Zappies
Mini P.E.K.K.A Fireball Zappies Void
Mini P.E.K.K.A Zappies
Void Electro Spirit Firecracker Fireball Mini P.E.K.K.A Zappies
Zappies
Mini P.E.K.K.A Zappies
Fireball Void
Mini P.E.K.K.A Fireball Zappies
Firecracker Fireball Zappies
Zappies Electro Spirit Firecracker Fireball Mini P.E.K.K.A
Electro Spirit Firecracker Fireball Mini P.E.K.K.A Zappies
Electro Spirit Fireball Void

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 Void Firecracker
Firecracker Fireball Void
Fireball Void
Firecracker Fireball Void
Fireball Firecracker
Firecracker Fireball Electro Spirit
Firecracker
Fireball Firecracker
Fireball Void Firecracker
Fireball Mini P.E.K.K.A Void
Firecracker Void Fireball
Fireball Void Firecracker
Firecracker Fireball Void
Firecracker Fireball Void
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Fireball
Mini P.E.K.K.A
Void Firecracker Fireball Mini P.E.K.K.A
Firecracker Fireball Void
Fireball Void
Fireball Void
Void
Fireball Void
Firecracker Electro Spirit Fireball
Firecracker Fireball Void
Fireball Void
Fireball Void Firecracker
Firecracker Fireball Void
Electro Spirit Firecracker Fireball Zappies Void
Fireball Mini P.E.K.K.A Void
Void Fireball
Void Electro Spirit Firecracker Fireball Zappies
Firecracker Fireball
Electro Spirit Fireball Zappies Void
Fireball Firecracker Zappies
Fireball
Fireball Void Firecracker Mini P.E.K.K.A
Firecracker Fireball
Void Fireball
Firecracker
Electro Spirit Firecracker Fireball Zappies
Firecracker Fireball Zappies Void
Void Firecracker Fireball
Fireball Firecracker Void
Void

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