My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Firecracker Tesla

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

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 Firecracker Tesla P.E.K.K.A Monk

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.

Zap The Log

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 Ice 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 Firecracker Monk

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
Zap
Firecracker
Barbarian Barrel
Electro Spirit Ice Spirit Firecracker Tesla
The Log
Electro Spirit Ice Spirit Firecracker
Earthquake
Firecracker Tesla
Arrows
Electro Spirit Ice Spirit Firecracker
Royal Delivery
Electro Spirit Ice Spirit Firecracker P.E.K.K.A
Fireball
Firecracker Tesla
Poison
Firecracker
Lightning
Tesla Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Firecracker 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 Ice Spirit P.E.K.K.A

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Zap The Log Firecracker Tesla Monk P.E.K.K.A

Shortest cycle

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

6 Electro Spirit Ice Spirit Zap The Log

Attack Synergies 4 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
Zap P.E.K.K.A
Ice Spirit
Zap P.E.K.K.A Firecracker
Zap
Ice Spirit Firecracker P.E.K.K.A Electro Spirit The Log
Firecracker
Zap Ice Spirit P.E.K.K.A Monk
Tesla
P.E.K.K.A
Ice Spirit Zap Electro Spirit Firecracker The Log
The Log
Zap P.E.K.K.A
Monk
Firecracker

Defense Synergies 4 12

Electro Spirit
Zap The Log
Ice Spirit
Zap Firecracker Tesla P.E.K.K.A The Log
Zap
Ice Spirit Electro Spirit Firecracker Tesla P.E.K.K.A The Log
Firecracker
The Log Ice Spirit Zap Tesla P.E.K.K.A
Tesla
The Log Ice Spirit Zap Firecracker
P.E.K.K.A
The Log Ice Spirit Zap Firecracker
The Log
Firecracker Tesla P.E.K.K.A Electro Spirit Ice Spirit Zap
Monk

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.

Zap Firecracker Tesla The Log
P.E.K.K.A Ice Spirit Zap Firecracker Tesla The Log Monk
Tesla P.E.K.K.A
Tesla P.E.K.K.A Firecracker Monk
Firecracker P.E.K.K.A The Log Monk
The Log Electro Spirit Zap Firecracker Tesla
Tesla Electro Spirit Ice Spirit Zap Firecracker
Electro Spirit Zap Tesla P.E.K.K.A The Log Monk
Tesla P.E.K.K.A
Ice Spirit Firecracker Tesla
Electro Spirit Zap Firecracker Tesla The Log
Tesla Zap Firecracker
Tesla P.E.K.K.A Ice Spirit Zap The Log
Electro Spirit Ice Spirit Zap Firecracker Tesla P.E.K.K.A The Log
P.E.K.K.A Tesla
Monk Ice Spirit Zap Tesla P.E.K.K.A The Log
Tesla Firecracker P.E.K.K.A
Ice Spirit Tesla Electro Spirit Zap Firecracker The Log
Zap The Log Electro Spirit Ice Spirit Firecracker Tesla
P.E.K.K.A Tesla
Electro Spirit Firecracker Tesla 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.

Zap Tesla P.E.K.K.A
Zap Firecracker Tesla The Log Monk
P.E.K.K.A Ice Spirit Zap The Log
P.E.K.K.A Zap Tesla The Log Monk
P.E.K.K.A Tesla
Firecracker Electro Spirit Ice Spirit Zap Tesla Monk
P.E.K.K.A Tesla
P.E.K.K.A Tesla
Zap P.E.K.K.A Electro Spirit Ice Spirit Firecracker The Log Monk
P.E.K.K.A Tesla
P.E.K.K.A Tesla
P.E.K.K.A Monk Zap The Log
P.E.K.K.A Tesla
Firecracker Tesla
Tesla Electro Spirit Ice Spirit Zap Firecracker P.E.K.K.A The Log Monk
Electro Spirit Zap Firecracker Tesla P.E.K.K.A The Log
Electro Spirit Zap

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.)

Firecracker The Log Monk
Firecracker Monk Zap The Log
The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Electro Spirit Ice Spirit Zap Monk
Firecracker The Log
The Log Ice Spirit Zap Firecracker
The Log Monk Zap Firecracker
Firecracker Monk Zap The Log
Monk Zap Firecracker
Firecracker The Log
Firecracker Monk
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log
Monk
Zap Firecracker The Log Monk
Zap Firecracker The Log Monk
The Log Monk
The Log Monk
Zap The Log Monk
Zap Firecracker The Log Electro Spirit Ice Spirit
Firecracker The Log Zap Monk
Zap The Log Monk
Zap Firecracker The Log
Zap Firecracker
Zap Electro Spirit Ice Spirit Firecracker
Zap The Log
Zap Electro Spirit Ice Spirit Firecracker Monk
P.E.K.K.A
Firecracker The Log Monk
Zap Electro Spirit Ice Spirit
Zap Firecracker Monk
The Log
Firecracker
The Log Zap Firecracker
Monk Zap
Firecracker P.E.K.K.A
Zap Electro Spirit Ice Spirit Firecracker The Log
Firecracker Zap
Zap Firecracker The Log Monk
P.E.K.K.A
Firecracker Monk

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